Demon Idol

A gamist Advanced Dungeons & Dragons interpretation.

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combat [2024-02-04 05:43] – Reaction and initiative bonus section poemscombat [2024-12-22 15:53] (current) – external edit 127.0.0.1
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 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. 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 at the start of any combat, and warhorses have a 10% chance to flee. [[Dogs]] do not have a special chance to flee, but have other downsides mentioned on that page.+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 "sudden movement" or "strange smells" depends on the scenario and the miliue. For example, in the standard AD&D world, it would be common for warhorses to be ridden in battle against orcs, so their smell should not be strange. But for a riding horse, a large melee would certainly produce a chance to flee. [[Dogs]] do not have a special chance to flee, but have other downsides mentioned on that page.
  
 ===== Unarmed combat ===== ===== Unarmed combat =====
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 This is a rules extension and not mentioned anywhere in the books.<sup>Ex</sup> This is a rules extension and not mentioned anywhere in the books.<sup>Ex</sup>
  
-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, etc. But this would only happen with certain monster types who would reasonably choose to drag a single defeated enemy away and leave the combat (exposing themselves to attacks from [[avoiding]]), or with intelligent enemies who have a good reason for making sure the dropped enemy is totally dead instead of attacking another enemy. If the DM is unsure which option the monster would choose, a 50-50 chance is diced, similar to the [[dragons|dragon breath rule]].+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 "Tunnel Snakes" rule. We call this the "Tunnel Snakes" rule.
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 When rounding damage, such as due to a skeleton's resistance or a save vs breath, always round up.((MM 51, "Hell Hound" sets the precedent. Also, doing at least 1 HP of damage makes sense.)) When rounding damage, such as due to a skeleton's resistance or a save vs breath, always round up.((MM 51, "Hell Hound" sets the precedent. Also, doing at least 1 HP of damage makes sense.))
 +
 +===== Flying combat =====
 +
 +See [[Flying Combat]].
 +
 +===== Diagonal movement =====
 +
 +See [[measurement]].
combat.1707025439.txt.gz · Last modified: 2024-12-22 15:53 (external edit)