Eh sure, so does that mean I should change my char sheet to being back to full health?
Yeah, I decided to just roll it now and he had enough juice to heal everyone. From now on remember to do that yourselves, but Leafsnail wasn't even around so it seems a little dickish to go "OH HO HO YOU GUYS FORGOT ENJOY YOUR DAMAGE".
Maybe someone should explain the rules in a bit more detail before the next session. I noticed a disturbing number of "Is that a d20?" questions being asked.
Eh, I've found when I try to explain everything it just sounds really confusing and then once people have fought one or two battles they go "oh, that's not so hard". Basically I guess:
Initiative is rolled at the beginning of a battle, it is a d20 plus your initiative bonus. This determines battle order. Some battles require a spot or listen check to determine if anyone gets a surprise round, in which only they may act and all other characters are flatfooted (No dexterity bonus to AC).
When you're making a non-magical attack, first you roll a d20, add (or subtract) your attack bonus, if this exceeds your opponents AC you hit, at which point you roll for damage. If a creature has damage resistance (only stronger creatures have this), this number is outright subtracted from any damage dealt. So if you roll a 7 for damage and a creature has DR 5, you'll only deal 2 damage. Some stronger creatures also regenerate HP each turn.
Characters between -1 and -9 HP are unconscious and lose one HP per round, they become stable if healed by another character (they stop losing HP). They also have a 1/10 chance to become stable on their own, at which point they only lose 1HP per hour. This is why you don't need to cast Magic Missile on a opponent that's already negative HP, unless you expect them to get healed.
Magical attacks pretty much vary by the spell, but most require a touch attack (armour and weapon bonuses are negated), or a Saving Throw. Saving Throws are a d20 plus your applicable bonus, if they exceed the difficulty class of the spell it's negated.
If you preform certain actions within the melee attack range of another character (moving past them, casting a spell, various other things) they will get an attack of opportunity against you, which is basically a free attack they take without it being their turn. Players get these too. This is probably the most-forgotten-about rule, I'll warn you if the action you chose provokes an attack of opportunity.
Anything else worth stating?