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combat_procedure [2024-02-19 22:19] – [Combat Procedure] Add note about actions resolving on the same segment both resolving poems | combat_procedure [2024-12-22 15:53] (current) – external edit 127.0.0.1 | ||
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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 ==== |
- | Important notes: | + | Reaction, surprise, distance, morale. |
- | * **Actions resolving on the same segment:** ALWAYS both resolve! So for example, an attack on a spellcaster must hit the segment before the spell finishes in order to interrupt it.((Gary on EN World: "The physical attack must occur on the segment before a spell is cast to disrupt it--unless concentration is required to keep the spell going." | + | ==== Phase 2: Surprise ==== |
- | * **[[Sweep attacks]]: | + | |
+ | If there is surprise, declarations and resolutions occur as normal for each individual surprise segment. | ||
- | ===== Action list ===== | + | ==== Phase 3: Regular |
- | The following | + | - DM notes monster and hireling |
+ | - Players declare PC and henchman actions. Note that with this system, **declaring several types of actions A-H is possible, provided | ||
+ | - Both sides roll d6. **The face shown on the die indicates the segment where that side begins to act (so lower is better).** | ||
+ | - Actions | ||
+ | - 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' | ||
- | * P. [[Psionic combat]]. Occurs every segment. | + | ==== Phase 4: Reset ==== |
- | * 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 ===== | + | - 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!** | ||
- | - 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. | + | ===== Q & A ===== |
- | - Otherwise, DM checks [[reaction]] for the opposing party.((DMG 63.))((If the opposing party' | + | |
- | ===== Phase 2: Surprise 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 | ||
+ | * 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.) | ||
- | - Determine which parties might be surprised. Detection of a party prior to this phase negates the possibility of surprise.((DMG 62: "Prior detection negates..." | + | ===== Differences from ADDICT ===== |
- | - One player rolls for their party' | + | |
- | ===== Phase 3: Distance check ===== | + | There are two major changes you should be aware of, from which everything else stems: |
- | - If [[encounter distance]] | + | - For initiative, **the face shown on your die is the segment on which your side begins |
- | - Roll encounter distance.((Indoor: DMG 62. Outdoor: DMG ??.)) ((Remember there are different rolls for indoor (no surprise), indoor (surprise), and outdoor (varies by terrain and modified by surprise).)) | + | - **You can do more varied declarations, |
- | ===== Phase 4: Opening morale check ===== | + | ===== References |
- | | + | |
- | - 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, if 5 light footmen are hired by a 1st level party to help clear out some goblins and an adult red dragon shows up, that's a great time for an automatic morale check. | + | * **Useful section to read:** Actions During Combat And Similar Time-Important Situations (DMG 71) |
- | ===== Phase 5: Surprise resolution | + | ===== History |
- | - Perform phases 6 and 8 in order for the surprising party, one surprise segment at a time until each segment has been resolved. | + | Starting |
- | ==== Special notes ==== | + | For the first ~1.5 years of our campaign, we used our [[ADDICT combat procedure]], |
- | The following are special cases for certain declarations made during surprise. The listed letter code corresponds | + | We decided |
- | * 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 is automatically avoided altogether. | + | * Players interested |
- | * 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. '' | + | * Dissatisfaction on both sides of the DM screen with certain results of the hard-line "you go then I go" initiative. |
- | * D: The spell begins to be cast, but will not resolve until after surprise if it takes more segments | + | * With ADDICT/ |
- | * E: Moving 1/ | + | * One of this group' |
- | * E: A combatant can begin a custom action such as switching weapons (1 segment), manipulating an item (variable), activating a device (variable), or readying an item from the inventory (2 segments or greater, depending on storage location). The action will not resolve until after surprise if it takes more segments | + | |
- | ===== Phase 6: Action declarations ===== | + | After using the system |
- | + | ||
- | - DM privately notes action declarations for non-player combatants (includes hirelings, but not henchmen). | + | |
- | - DM rolls to determine first to declare based on roster order. (See [[Pre-Expedition Procedure]].) | + | |
- | - First player declares an action. For every full 6 seconds of real-life delay, the DM notes that the character will delay 1 segment.((Asking for clarification on the situation from the DM does not count against this timer, but talking to other players does.)) ((Remember that this never allows a combatant to delay casting a spell so as to not lose it from damage if struck in an early segment. Spells are always lost if the caster is hit during a round before they finish casting.)) Once an action is declared, it cannot be changed, but it can be canceled during action resolution. | + | |
- | + | ||
- | * The DM should categorize each declaration into one of the actions in the action list at the top of this page. | + | |
- | * 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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