Marching Order
The four characters in your party each have a position (1, 2, 3, or 4). You can change marching order whenever the party is in an empty room or corridor, never during combat.
Why it matters
In a corridor
A corridor is narrow — only two characters fit abreast.
- Positions 1 and 2 are the front. Only they can attack in melee, and only they can be attacked by monsters.
- Positions 3 and 4 are the rear. They cannot melee. They can cast spells or fire bows / slings over the front rank's shoulders.
A party of two characters in a corridor counts as "both in front" — but both will be attacked in the rear if surprised.
In a room
A room is wide enough that everyone fights at once. Marching order is mostly irrelevant in rooms — but:
- Archers (bows, slings) may shoot only on the first combat turn before melee closes. After that, they fight at
-2to Attack rolls with kicks and punches unless they have a melee weapon. - Casters (wizards, elves, clerics) can cast in any round.
Surprise from wandering monsters
When wandering monsters appear in a corridor (because you rolled a 1 while retracing), they sneak up from behind.
- They attack positions 3 and 4 first.
- The first attack ignores the shield bonus.
Put your durable rear characters in 3 / 4 if you expect wandering monsters.
A typical setup
- Position 1–2: warriors, dwarves, barbarians, paladins, sometimes a cleric with heavy armor.
- Position 3–4: wizards, halflings with sling, elves with bow, support clerics.
In wide rooms it scarcely matters. In corridors and on retreats, marching order is the difference between a long delve and a TPK.
Four Against Darkness