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====== Combat Procedure ====== | ====== Combat Procedure ====== | ||
- | This page provides | + | In the AD&D world, |
+ | ===== Procedure ===== | ||
- | This page is kept as brief as possible on explanatory content to keep it quick to use at the table. For more info, follow page links. | + | ==== Phase 1: Opening ==== |
- | * **[[Sweep attacks]]: | + | Reaction, surprise, distance, morale. |
- | ===== Action list ===== | + | ==== Phase 2: Surprise |
- | The following actions are referenced throughout this procedure. They are coded by letter as they appear on DMG 61. It's useful to gradually memorize which actions each letter matches up to because it will help you remember the order they are resolved in. If you're a DM, it will also give you a handy shorthand when noting down action | + | If there is surprise, declarations |
- | * P. [[Psionic combat]]. Occurs every segment. | + | ==== Phase 3: Regular ==== |
- | * A. [[Avoiding|Avoid]] engagement (flee, slam door, use magic to escape, etc.) if possible. (See [[Avoiding]] for the types available.) | + | |
- | * B. [[Parley]]. | + | |
- | * C. Await action by the other party. | + | |
- | * D. Discharge [[missiles]], | + | |
- | * E. Non-avoiding movement. Includes [[closing]] to striking range, [[charging]], | + | |
- | * F. Set weapons against a possible charge. | + | |
- | * G. Strike blows, to kill or [[subdual|subdue]]. | + | |
- | * H. [[Unarmed combat|Grapple or hold]]. | + | |
- | ===== Phase 1: Reaction check ===== | + | - DM notes monster and hireling actions. |
+ | - Players declare PC and henchman actions. Note that with this system, **declaring several types of actions A-H is possible, provided they do not conflict**. For example, moving and then discharging a magic device is permissible. In contrast, closing to melee and then attacking is illegal since the only way to close and attack in the same round is via a charge. | ||
+ | - Both sides roll d6. **The face shown on the die indicates the segment where that side begins to act (so lower is better).** | ||
+ | - Actions are resolved. Actions cannot be changed at this point, but they can be canceled. | ||
+ | - Movement is resolved on a per segment basis. **1/10th [[MV]] per segment.** | ||
+ | - For weapons with **RoF greater than 1, subsequent shots come two segments after the previous.** (Excludes surprise segments.) | ||
+ | - In case of a charge, melee attacks **(and only melee attacks!)** are resolved in order of weapon length. | ||
+ | - On tied initiative, speed factor is checked as normal. | ||
+ | - Multiple attack routine advantage (including [[sweep attacks]]) is affected by the opponent' | ||
- | - If the DM has notes indicating how the encountered party will react to such an encounter, those are used and no roll is made. Go to the next phase. | + | ==== Phase 4: Reset ==== |
- | - Otherwise, DM checks [[reaction]] for the opposing party.((DMG 63.))((If the opposing party' | + | |
- | ===== Phase 2: Surprise check ===== | + | - Characters who reached 0 or fewer HP on a previous round (who have not been stabilized) lose 1 HP. |
+ | - If combat has been ended, play moves to either (1) pursuit rules, or (2) 1 turn post-combat rest. During post-combat rest, no exploration can take place, but bleeding can be staunched, spells can be cast, and prisoners tied up. | ||
+ | - If combat has not been ended, move to phase 3. **Actions which were started on this round which did not complete (e.g. spell, movement, retrieving an item) continue into the next round unless canceled!** | ||
- | - Determine which parties might be surprised. Detection of a party prior to this phase negates the possibility of surprise.((DMG 62: "Prior detection negates..." | + | ===== Q & A ===== |
- | - One player rolls for their party' | + | |
- | ===== Phase 3: Distance check ===== | + | * What happened to melee vs caster ignoring initiative and instead comparing weapon speed vs spellcasting segments? |
+ | * I'm not sure if/how that fits into this system. For now, it is gone. | ||
+ | * What happened to caster vs caster ignoring initiative and instead comparing spellcasting segments vs spellcasting segments? | ||
+ | * I'm not sure if/how that fits into this system. For now, it is gone. | ||
+ | * Does this mean that I will move less than my full movement distance if my side starts on segment 2 or later? | ||
+ | * Yes, if movement starts this round. If you were already moving to a declared destination on a previous round, you will continue that movement on segment 1, even if your party' | ||
+ | * What happens if I charge but I don't make it to my target point? | ||
+ | * If you have remaining charge distance left, the charge will continue on segment 1 of the next round. However, if you have expended all of your charge distance at any point, the charge stops. (Note that this differs from how I hand-waived it on our Wednesday trial, where I just let the charge keep going.) | ||
+ | * Isn't ranged fire and turning heavily nerfed now that it doesn' | ||
+ | * Perhaps, though this is how many AD&D groups do charges. I'm inclined to try it this way because I want to absolutely minimize the " | ||
+ | * Isn't it weird that with multiple attack routines, the advantaged side's later attacks are effectively slower (come on a later segment) if the disadvantaged side has a worse initiative? | ||
+ | * Yes, that does seem weird. Though I haven' | ||
+ | * What happens with reaction modifier for ranged fire? | ||
+ | * It means action is taken on an earlier or later segment, as early as " | ||
+ | *Is there a problem where spellcasters can avoid melee hits by going later, and therefore worse initiative is actually better in some cases? | ||
+ | * No, because being hit at all during a round before the spell finishes causes the spell to be lost. Even if actual casting hasn't started yet, all segments up to that point are used preparing to cast (e.g. retrieving components). This is the same reason that casters cannot move on a round that they want to cast a spell, until the spell is complete. | ||
+ | * What happens if a spell starts on segment 5 and it takes 7 segments to cast? | ||
+ | * Casting continues into the next round and the spell can complete on segment 2 of that following round. | ||
+ | * What happens if I finish a spell I started on the previous round? Am I allowed to cast a different spell this round? | ||
+ | * Yes. The rule is that you can only begin casting a single spell on a round. (Note that this is different than how I ruled on our trial run during the Wednesday session.) | ||
- | - If [[encounter distance]] is obvious to the DM, move to Phase 4. | + | ===== Differences from ADDICT ===== |
- | - Roll encounter distance.((Indoor: | + | |
- | ===== Phase 4: Opening morale check ===== | + | There are two major changes you should be aware of, from which everything else stems: |
- | - According to the [[reaction]] check table, certain reaction rolls may provoke a morale check right off the bat. | + | - For initiative, **the face shown on your die is the segment on which your side begins to act.** This means lower is better. |
- | - Additionally, if the fight is so lopsided there is the question of overwhelming fear, a morale check should be made right off the bat. For example, | + | - **You can do more varied declarations, as long as the rules don't prohibit it.** For example, |
- | ===== Phase 5: Surprise resolution | + | ===== References |
- | | + | |
+ | * **Useful section to read:** Actions During Combat And Similar Time-Important Situations (DMG 71) | ||
- | ==== Special notes ==== | + | ===== History ===== |
- | The following are special cases for certain declarations made during surprise. The listed letter code corresponds to the letter code listed under the [[# | + | Starting in late March 2024, after using |
- | * A: This is available even if the combatant is in melee, since the other party is surprised. Indoors, this means that [[pursuit]] rules are checked. Outdoors, this means the encounter | + | For the first ~1.5 years of our campaign, we used our [[ADDICT combat procedure]], an initiative system most in line with what is called “A.D.D.I.C.T.” or “quantum” initiative. However, in late March 2024, we are set out to try an alternative system based on things like (1) the way Gary and TSR conventions were reported to have played by the 1982 or earlier, (2) OSRIC style, (3) Anthony Huso's initiative system. |
- | * D, F, G, H: A full attack routine is possible in a single segment, as is setting weapons against charge. Combatants who have a [[reaction bonus]] may not be targetable. '' | + | |
- | * D: The spell begins to be cast, but will not resolve until after surprise if it takes more segments to cast than are available during surprise. ((It is possible to complete a spell and begin casting another during surprise if there are remaining surprise segments during which to begin casting.)) | + | |
- | * E: Moving 1/10th of MV is possible.((Charge can be declared, which increases MV by 100% (indoors) | + | |
- | * E: A combatant can begin a custom action such as switching weapons (1 segment), manipulating | + | |
- | ===== Phase 6: Action declarations ===== | + | We decided to trial this system for these reasons: |
- | | + | |
- | - DM rolls to determine first to declare based on roster order. (See [[Pre-Expedition Procedure]].) | + | |
- | | + | * With ADDICT/ |
+ | * One of this group' | ||
- | * The DM should categorize each declaration into one of the actions in the action list at the top of this page. | + | After using the system |
- | * A combatant can choose to **prepare** one of these actions rather than take it. (See Action Resolution below for what effect this has.) | + | |
- | * Note that the only time a combatant must declare a precise target or area of effect is when casting a spell (D). | + | |
- | + | ||
- | ===== Phase 7: Initiative check ===== | + | |
- | + | ||
- | - One player rolls for their party' | + | |
- | - Note down the numerals, as they may be needed to determine action resolution order later. | + | |
- | - If the dice show different numbers, the party rolling higher wins initiative. | + | |
- | - On ties, no side wins. See the action resolution phases for what happens then. | + | |
- | + | ||
- | ===== Phase 8: Action resolution ===== | + | |
- | + | ||
- | - Psionic combat resolves at the top of every segment during this phase. | + | |
- | - If one side won initiative, resolve all of their actions in the order appearing in the action list at the top of the page, keeping in mind any special out-of-sequence cases as per the previous phase. | + | |
- | - On tied initiative, reference the tie rules below to see what happens first. | + | |
- | + | ||
- | ==== Preparing actions ==== | + | |
- | + | ||
- | If a combatant has declared that they are preparing an action (e.g. "I shoot anything that comes around the corner" | + | |
- | + | ||
- | Regarding spellcasting, | + | |
- | ==== Out-of-sequence cases ==== | + | |
- | + | ||
- | These are special considerations that will need to be remembered during the round. These should be noted if they are relevant to the round, and kept in mind: | + | |
- | + | ||
- | * A: When it is a side's turn to resolve their actions, if a [[morale check]] was triggered | + | |
- | * D, G: If the attacker has multiple attack routines, they may strike first even if their side lost initiative.((DMG: | + | |
- | * D: [[Reaction modifier|A reaction modifier]] can cause a combatant to shoot first (or simultaneously with the enemy' | + | |
- | * D vs D: If two spellcasters are targeting each other, initiative is ignored in favor of casting time. If casting time is equal, then the caster with higher initiative finishes their spell first. Otherwise, the spells go off at the same time. | + | |
- | * E vs D: Missile fire and turning always beats charging because the " | + | |
- | * G vs D: If a spellcaster is targeted by a melee, the spell might go off after the attack even if the spellcaster won initiative. To determine this, compare casting time to either speed factor (if the weapon has one), or the caster' | + | |
- | * E: When a charge is resolved, the target and any other combatants within 1" can choose to expend an [[attack routine]] (if they have one remaining) on a [[retaliation attack]] against the charger(s). In this case, attack and damage resolution is performed in the order of [[weapon length]], with longer weapons attacking first and equal length weapons attacking simultaneously. | + | |
- | + | ||
- | ==== Simultaneous resolution ==== | + | |
- | + | ||
- | Any time an attack, spell, or whatever goes off at the same time as another action, | + | |
- | + | ||
- | ==== Resolving ties ==== | + | |
- | + | ||
- | During a round with tied initiative, actions are resolved in the order found in the action list at the top of this page, but with the following additional rules: | + | |
- | + | ||
- | === Speed factor === | + | |
- | + | ||
- | * Melee weapons with speed factor attack in order of speed factor, low to high. This means that slower weapons may end up unused if their wielder is slain.((Attacks without speed factor, including monster attacks which use claws, teeth, slime, breath, and so on, always resolve on tie rounds.)) ((Speed factor is ignored during a charge; only weapon length is considered.)) | + | |
- | + | ||
- | === D vs D === | + | |
- | + | ||
- | When one side is firing missiles or turning undead (D) and another side is casting a spell or using a device (D): | + | |
- | * Compare caster' | + | |
- | + | ||
- | === E vs D === | + | |
- | + | ||
- | When charging (E) a combatant | + | |
- | * **VS missiles:** Missiles attack first with their full [[rate of fire]] regardless of at what distance | + | |
- | * **VS spell or device:** Time required to charge is compared to casting time segments or time to retrieve and use the device.((Remember that on charge, the charger moves 1/10th of their charge MV every segment, and the charger must end the segment at a distance equal to or less than their weapon length in order to attack.)) | + | |
- | * **VS turning:** Turning resolves first. | + | |
- | + | ||
- | === G vs D === | + | |
- | + | ||
- | When attacking (G) a combatant who declared spellcasting or device usage (D): ((Spells are lost if the caster is hit, but device usage can still happen normally assuming the wielder is still alive.)) | + | |
- | * **Weapon w/ speed factor:** ((Includes missile weapons.)) Compare speed factor vs casting time segments to determine order of resolution (can be simultaneous). | + | |
- | * **Weapon w/o speed factor:** Use same rules as D vs D, listed above. | + | |
- | + | ||
- | === Multiple attack routines === | + | |
- | + | ||
- | All of the attack routines being used on the target are resolved using the above rules.< | + | |
- | + | ||
- | ===== Phase 9: Bleeding ===== | + | |
- | + | ||
- | - Any combatants who had [[negative hit points]] at the start of the round lose 1 hit point. Anyone who hits -10 dies. | + | |
- | + | ||
- | ===== Phase 10: Recap ===== | + | |
- | + | ||
- | - The DM provides a narrative summary of the events of the round, making sure everyone understands the state of the battle. | + | |
- | + | ||
- | ===== Phase 11: Reset or recovery ===== | + | |
- | + | ||
- | - If the combat has not been resolved, the procedure returns to Phase 6: Action declarations. | + | |
- | - If the combat has been resolved, one turn passes while the survivors recover. No travel or exploration can take place during this turn, but bleeding can be staunched, spells can be cast, prisoners can be tied up, and so on. | + |
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