>>5594579Thanks for the bump!
After initiative is calculated each player has an effective amount of ground they can cover and a certain number of attacks they can make. Usually low level players can only make one attack (dual wielders are exceptions to this). "Movement" is handled with a grid system where each square is 5ftx5ft. The typical player can move 30ft in one round meaning they can move up to 6 squares before they're out of movement. Certain actions like full retreats and runs can increase this by up to 10x. WOW! Refer to your class level table to find any adjustments for movement speed.
Players usually use their move action to close distance with the enemy then a standard action to make a single attack. Unless you have certain Feat's or special abilities you won't be able to move attack and then move again so be careful. Once you're in front of the enemy and already used all your movement as well as your actions you're taking damage.
Speaking of making and taking damage. Your AC or "Armor Class" is a representation of how well you dodge and how much armor you have. Many things like Armor Rating, DEX mod. and natural armor go into calculating your AC. Regardless of how high or low it is this is the number that all your enemies want to meet or beat. Each time you make an attack you're rolling to meet or beat your opponents AC. A successful attack means you get to do damage and NOTHING except for DR (damage reduction) will get them out of taking that damage. There's no dodge roll to move out of the way or a saving throw to mitigate damage. You beating their AC already proves they didn't dodge the attack and their armor did nothing for them.