# Combat Initiative
During combat, players and NPCs will take turns in a series of *Rounds*. The exact order in which turns are taken within a round is determined by movement speed for a given environment; those with a higher movement speed will go before those with less. Players will begin each combat encounter in one of two *States of Readiness*: *Prepared* and *Unprepared*; which determines which phases of a round players are allowed to partake. Each round will be divided into two distinct phases: a *Planning Phase* and an *Action Phase*. If players are caught in an Unprepared state, they cannot partake in the Planning Phase of each round until they’ve succeeded a *Coordination* Check with another character or group.
### Planning Phase
The first half of a round is the Planning Phase, in which players are allowed to coordinate and plan out their turns amongst each other. Players can either stick to their fixed turn order, or elect to delay their turn until after a fellow player or NPC has taken theirs. Once all players are adjourned, they may proceed into the Action Phase.
### Action Phase
The Action Phase is when players and NPCs will take their turns to act. During this phase, players cannot coordinate and share ideas or information amongst each other outside of using a *Communicate* Action during their own turn.