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====== Combat ====== | ====== Combat ====== | ||
- | AD&D combat -- especially initiative -- is infamous for being open to numerous interpretations, | + | AD&D combat -- especially initiative -- is infamous for being open to numerous interpretations, |
- | ===== Points | + | ===== Points |
- | * AD&D combat is meant to be abstract. This is not a simulationist game system. There will be times you may think, "That doesn' | + | * AD&D combat is meant to be abstract. This is not a [[simulationism|simulationist]] game system. There will be times you may think, "That doesn' |
- | * This is a game, not simulation. The abstract nature of AD&D combat enables those 200 vs 200 battles of mixed troops, spells, PCs, and NPCs. | + | * This is a game, not a simulation. The abstract nature of AD&D combat enables those 200 vs 200 battles of mixed troops, spells, PCs, and NPCs. |
- | * It is only by keeping a defined combat procedure that players will be able to judge their options and make meaningful decisions. When you override | + | * It is only by keeping a defined |
+ | |||
+ | ===== Repeating 20s ===== | ||
+ | |||
+ | We **do not** use the alternate system on DMG 82. Plusses to attack rolls each bump the result up by one row as normal. | ||
+ | |||
+ | For example, if the opponent' | ||
+ | |||
+ | Note that a target is effectively unhittable by to-hit roll if the target number is 21 or higher, since the highest number that can be rolled on a d20 is 20. | ||
+ | ===== Spellcasting ===== | ||
+ | |||
+ | See [[Spellcasting]]. | ||
+ | |||
+ | ===== Surprise bonuses ===== | ||
+ | |||
+ | Being unseen by an enemy party due to an ability (invisibility, | ||
+ | |||
+ | ===== Blocking off areas and pushing past ===== | ||
+ | |||
+ | To get past an area or portal being blocked off by enemy combatants, combat options are (1) overbear attack as per DMG 73, (2) defeat them in combat, (3) make them fail morale. | ||
+ | |||
+ | ===== Closing to striking range ===== | ||
+ | |||
+ | Combatants who are closing to striking range as their action are not possible melee targets for combatants in the melee they are closing in on, just as the closer themselves cannot attack this round. Furthermore, | ||
+ | |||
+ | ===== Charging ===== | ||
+ | |||
+ | See [[Charging]]. | ||
+ | |||
+ | ===== Repositioning while engaged ===== | ||
+ | |||
+ | A combatant in melee can reposition themselves up to 1" without breaking off from melee. The shifting combatant can still can make their their regular attacks. Any other movement will require [[avoiding]] or magic. | ||
+ | |||
+ | ===== Reaction and initiative bonuses ===== | ||
+ | |||
+ | These are the bonuses from DEX to both (1) shoot earlier or later than the initiative roll, and (2) reduce individual surprise state. In order to receive these bonuses, the following three cases must all be true, as per PHB 101-102: | ||
+ | |||
+ | - Max [[MV]]. (12" for all standard characters except barbarians and monks.) | ||
+ | - Non-bulky armor. (Note that [[magic armor]] bumps the bulkiness one category less bulky.) | ||
+ | - No [[encumbrance]]. (Note that [[magic armor]] has half encumbrance when worn.) | ||
+ | |||
+ | ===== Move and shoot ===== | ||
+ | |||
+ | Ranged weapons can be fired at ½ RoF (rounded down) during a turn where ½ [[MV]] or less is used.((Extrapolated from Chainmail.)) Only elves can move, shoot, and move again in one round using this rule, as per the MM (and their total MV for the round is still halved). For non-elves, shooting ends all movement for the round. In the case of weapons which can be fired from a mount, the MV in question will be the mount’s MV. | ||
+ | |||
+ | ===== Grenade-like missiles ===== | ||
+ | |||
+ | If you don't use precise [[miniatures]], | ||
+ | |||
+ | If you're a DM, one great method is to provide the player with two options: (A) splash a lot of people, but that includes some allies, or (B) splash few creatures, but a small or zero chance to splash an ally. Select dice rolls that generate odds that make sense for the melee, always taking creature size into account in the same way you do when determining missile targeting. | ||
+ | |||
+ | When the situation is unclear, the DM should always favor the defenders, whether that's the PCs or their enemies. | ||
+ | |||
+ | ===== Flank and rear attacks ===== | ||
+ | |||
+ | Flank and rear attacks will be determined by “filling up” squares/ | ||
+ | from the rear." | ||
+ | |||
+ | ===== Mounts attacking ===== | ||
+ | |||
+ | All war mounts and monster mounts get their attack routines beginning on the round following the round they are considered to be in melee.((MM 53 lists this for warhorses, and we extrapolate it for other mounts.)) Mounts not meant for combat will only fight as a last resort, and will always choose to [[avoiding|flee]] instead if possible. | ||
+ | |||
+ | Remember that non-war horses have a 90% chance to flee in many combat scenarios, and warhorses have a 10% chance to flee.((MM 53.)) Which combat scenarios constitute " | ||
+ | |||
+ | ===== Unarmed combat ===== | ||
+ | |||
+ | See [[Unarmed Combat]]. | ||
+ | |||
+ | ===== Morale checks ===== | ||
+ | |||
+ | See [[morale_check]]. | ||
+ | |||
+ | ===== Targeting downed combatants ===== | ||
+ | |||
+ | This is a rules extension and not mentioned anywhere in the books.< | ||
+ | |||
+ | If a combatant is targeted by multiple [[attack routines]] in a round, even though attacks may be rolled simultaneously for gameplay speed, damage is rolled one attack at a time. If a character is dropped to 0 HP or lower after a damage roll, the rest of the attacks will likely be re-rolled against different targets if another target is available. The DM may rule that the monster simply continues to maul the unconscious corpse, drag it away, start eating it, etc. But this would only happen with certain monster types such as: | ||
+ | |||
+ | * Monsters who would reasonably choose to drag a single defeated enemy away and leave the combat (exposing themselves to attacks from [[avoiding]]) | ||
+ | * Intelligent enemies who have a good reason for making sure the dropped enemy is totally dead instead of attacking another enemy. | ||
+ | * Monsters that are unable to attack another target for some reason. For example, a group of 50 giant rats being too numerous to all attack a group of 4 PCs. (See [[Targeting]].) | ||
+ | |||
+ | If the DM is unsure which option the monster would choose, a 50-50 chance is diced, similar to the [[dragon|dragon breath rule]]. | ||
+ | |||
+ | We call this the " | ||
+ | |||
+ | ===== Negative HP ===== | ||
+ | |||
+ | These rules on DMG 82 can be tricky to parse. What they' | ||
+ | |||
+ | As for binding wounds, we simply consider this a full-round combat action (action type E in the [[combat procedure]]). There is no need to manage bandages and the like; any character can stop the HP loss by spending a round tending the downed creature. | ||
+ | |||
+ | It is not recommended to cause any mechanical disability on a character for reaching -6 or lower HP.((As stated elsewhere in the book, such wounds are not the stuff of the genre fantasy.)) The player may describe a permanent scar of some kind though, and record it on their character sheet as a trophy. | ||
+ | |||
+ | ===== Rounding damage ===== | ||
+ | |||
+ | When rounding damage, such as due to a skeleton' | ||
+ | |||
+ | ===== Flying combat ===== | ||
+ | |||
+ | See [[Flying Combat]]. | ||
+ | |||
+ | ===== Diagonal movement ===== | ||
+ | |||
+ | See [[measurement]]. |
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