This one page summarizes the basics of combat. If you're unfamiliar with the d20 rules, this is enough detail to get you started in a fight scene. For now, don't worry about the details.
Combat is broken up into rounds. Every round, each combatant gets to do something. A round represents about six seconds in the game world.
Before the first round of combat, each player makes an initiative check for his character. The GM makes initiave checks for the monsters or foes. An initiative check is a Dexterity check (1d20 + Dexterity modifier). Characters act in order from highest initiative result to lowest, with the check applying to all rounds of the combat.
A characther is flat-footed until he takes his first action.
You can move and make a single attack in one round (in either order). A melee attack is one using a weapon you physically strike an opponent with, such as lunging with a knife or swinging a baseball bat. (A monster's claw attack is also a melee attack.) A ranged attack is one that you use at a distance, such as throwing a rock or firing a pistol.
To score a hit that deals damage on your attack roll, you must roll the target's Defense or better:
If you score a hit, roll damage and deduct it from the target's current hit points. Add your Strength modifier to damage from melee and thrown weapons.
If you're using a melee weapon in your off-hand, you add half your Strength bonus instead. If you're wielding a melee weapon with both hands, add one and one-half times your Strength bonus to the damage.
A character's Defense is the number you need to get on your attack roll to hit that character in combat.
Hit points represent how much damage a character can take before being disabled, knocked unconscious, or killed.
When attacking, you have several basic options:
Each character has a speed measured in feet. In one round, you can move that distance and attack. You can move before or after attacking.
In one round, you can run make a double move instead, running all-out. This lets you move double your speed but takes your entire turn.
As mentioned above, your hit points represent how much damage you can take before being disabled, knocked unconscious, or killed.
You can stop a dying character's loss of hit points with a successful Treat Injury check (DC 15).
If you sustain damage from a single attack that exceeds your Massive Damage Threshold (and the loss of hit points doesn't kill you outright!) you must still make a Fortitude save (DC 15 + 1 per 5 points of damage). If this saving throw fails, you immediately drop to 0 hit points and are disabled.