as an example of how dice rolling shit works in the game:
DM: you enter the keep of the dragoon, what do you do?
Player: i check for traps (player rolls a d20, he has +2 stat bonus and rolls a 16, giving him an 18)
DM: (behind the scenes, the DM knows Player needs to get a 14 or higher to see the poison dart trigger, since player got an 18, he successfully spotted the trap) You notice a thin wire strung across the corridor, along with a small, arrow sized hole 4 feet off the ground.
Player: I attempt to disable the trap (again, rolls a d20, has a +2 stat bonus. player rolls a 9, giving him an 11)
DM: (behind the scenes, this trap has a range - a 1-6 on the disable check roll results in triggering the trap, a 7-16 successfully disables the trap but alerts the guard that the trap has been disabled, a 17+ disables the trap without alerting the guard) You successfully disable the trip wire but hear a rumbling far down the corridor. suddenly a group of 8 goblins appear before you - roll for initiative.
at this point, a battle begins. all players roll for initiative (yup, another d20 roll with whatever initiative bonuses you have) which determine their battle order. all of the goblins also get initiative (you can choose to have them attack at the same time or roll individual initiatives if you want). players attack in order from highest initiative to lowest and their attack is based on whatever weapon or spell they're using at that time. you get extra bonuses for flanking or sneak attacks, you lose attack power if you shooting around a corner or into a melee action if you don't have the requisite feat.
i hope that helped despite being a massive wall of text.