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The Attack Roll

At the heart of the combat system is the attack roll. This is the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the "to-hit" number.

    Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, tackling, and other hand-to-hand attacks. Attack rolls are also used to resolve a variety of potentially injury-causing actions that require accuracy (for example, throwing a rock at a small target or tossing a sword to a party member in the middle of a fight).

 

Figuring the To-Hit Number

    The first step in making an attack roll is to find the number needed to hit the target. Subtract the Armor Class of the target from the attacker's THAC0. (Remember that if the Armor Class is a negative number, you add it to the attacker's THAC0.) The character has to roll the resulting number, or higher, on 1d20 to hit the target.

 

    Rath has reached 7th level as a fighter. His THAC0 is 14 (found on Table 53), meaning he needs to roll a 14 or better to hit a character or creature of Armor Class 0. In combat, Rath, attacking an orc wearing chainmail armor (AC 6), needs to roll an 8 (14-6=8) to hit the orc. An 8 or higher on 1d20 will hit the orc. If Rath hits, he rolls the appropriate dice (see Table 44) to determine how much damage he inflicts.

 

    The example above is quite simple--in a typical AD&D game combat situation, THAC0 is modified by weapon bonuses, Strength bonuses, and the like (the next section "Modifiers to the Attack Roll," lists the specifics of these modifiers). Figure Strength and weapon modifiers, subtract the total from the base THAC0, and record this modified THAC0 with each weapon on the character sheet. Subtract the target's Armor Class from this modified THAC0 when determining the to-hit number.

 

    Rath is still a 7th-level fighter. He has a Strength of 18/80 (which gives him a +2 bonus to his attack roll). He fights with a long sword +1. His THAC0 is 14, modified to 12 by his Strength and to 11 by his weapon. If attacking the orc from the earlier example, Rath would have to roll a 5 or higher on 1d20 in order to hit (11-6=5). Again, table 44 would tell him how much damage he inflicts with his weapon (this information should also be written on his character sheet).

 

    The DM may also throw in situational modifiers, (for example, a bonus if the target is struck from behind, or a penalty if the target is crouching behind a boulder). If the final, modified die roll on 1d20 is equal to or greater than the number needed to hit the target, the attack succeeds. If the roll is lower than that needed, the attack fails.

 

Modifiers to the Attack Roll

    In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll.

    Strength Modifiers: A character's Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a spear or an axe).

    A positive Strength modifier can be applied to bows if the character has a special bow made for him, designed to take advantage of his high Strength. Characters with Strength penalties always suffer them when using a bow weapon. They simply are not able to draw back the bowstring far enough. Characters never have Strength modifiers when using crossbows--the power of the shot is imparted by a machine, not the player character.

    Magical items: The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character's chance to hit by one. A suit of chain mail +1 improves the Armor Class of the character by one (which means you subtract one from the character's AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class.

    There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll.

    Table 51 lists some standard combat modifiers. Positive numbers are bonuses for the attacker; negative numbers are penalties.


  
 
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Table 51:

Combat Modifiers

 

                                   Attack Roll

Situation                    Modifier

Attacker on higher ground            +1

Defender invisible                        -4

Defender off-balance                   +2

Defender sleeping or held          Automatic*

Defender stunned or prone           +4

Defender surprised                      +1

Missile fire, long range                 -5

Missile fire, medium range            -2

Rear attack                                  +2

    *If the defender is attacked during the course of a normal melee, the attack automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically.

 

 

Weapon Type vs. Armor Modifiers

(Optional Rule)

    Not all weapons perform the same. If they did, there would be no need for the wide variety of weapons that exists. Only one form of each weapon type, the most useful one, would be used throughout the world. This is obviously not the case.

    Aside from the differences in size, weight, length, and shape, certain types of weapons are more useful against some types of armor than others. Indeed, the different armors and weapons of the world are the result of an ancient arms race. Every new weapon led to the development of a new type of armor designed to counter it. This led to new weapons, which led to new armor, and so on.

    In the AD&D game, weapons fall into several categories, based on how they are used. The basic categories are slashing, piercing, and bludgeoning.

    Slashing weapons include swords, axes, and knives. Damage is caused by the combination of weight, muscle, and a good sharp edge.

    Piercing weapons (some swords, spears, pikes, arrows, javelins, etc.) rely on the penetrating power of a single sharp point and much less on the weight of the weapon.

    Bludgeoning weapons (maces, hammers, and flails) depend almost entirely on the impact caused by weight and muscle.

    A few weapons, particularly some of the more exotic polearms, fall into more than one of these categories. A halberd can be used as a pole-axe (a slashing weapon) or as a short pike (a piercing weapon). The versatility of these weapons provides the user with a combat advantage, in that the mode most favorable to the attacker can be used, depending upon the situation.

    Natural weapons can also be classified according to their attack type. Claws are slashing weapons; a bite pierces; a tail attack bludgeons. The DM must decide which is most appropriate to the creature and method of attack.

    Armor types, in turn, have different qualities. Field plate is more effective, overall, than other armors by virtue of the amount and thickness of the metal, but it still has specific weaknesses against certain classes of weapons.

    Table 52 lists the weapon vs. armor modifiers applied to the attacker's THAC0, if this optional system is used. To use this table, the actual armor type of the target must be known in addition to the target's Armor Class. The bonuses of magical armor do not change the type of armor, only the final Armor Class.

    This system is used only when attacking creatures in armor. The modifiers are not used when attacking creatures with a natural Armor Class.

 

Table 52:

Weapon Type vs. Armor Modifiers

 

Armor Type        Slash     Pierce    Bludgeon

Banded mail                 +2        0        +1

Brigandine                    +1        +1        0

Chain mail*                  +2        0        -2

Field Plate                    +3        +1        0

Full Plate                      +4        +3        0

Leather armor**           0        -2         0

Plate mail                      +3        0        0

Ring mail                      +1        +1        0

Scale mail                     0        +1        0

Splint mail                     0        +1        +2

Studded leather            +2        +1        0

    * Includes bronze plate mail

    ** Includes padded armor and hides


  
 
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Impossible To-Hit Numbers

    Sometimes the attacker's to-hit number seems impossible to roll. An attack may be so difficult it requires a roll greater than 20 (on a 20-sided die!), or so ridiculously easy it can be made on a roll less than 1. In both cases, an attack roll is still required!

    The reason is simple: With positive die roll modifiers (for magic, Strength, situation, or whatever), a number greater than 20 can be rolled. Likewise, die roll penalties can push the attack roll below 0.

    No matter what number a character needs to hit, a roll of 20 is always considered a hit and a roll of 1 is always a miss, unless the DM rules otherwise. Under most circumstances, a natural 20 hits and a natural 1 misses, regardless of any modifiers applied to the die roll.

    Thus, even if a character's chance to hit a monster is 23 and the character has a -3 penalty applied to the die roll, he might be able to score a hit--but only if the die roll is a 20 before any modifiers are applied. Likewise, a character able to hit a monster on a 3 or better, waving a sword +4, could still miss if a 1 is rolled on the die.

    There are no sure things, good or bad, in the unpredictable chaos of combat situations.

 

Table 53:

CALCULATED THAC0S

 

                                                      Level

Group     1    2      3    4    5      6    7      8      9      10     11   12   13   14   15   16   17   18   19   20

Priest      20  20    20  18  18    18  16    16    16    14      14    14    12    12    12    10    10    10    8      8

Rogue    20  20    19  19  18    18  17    17    16    16      15    15    14    14    13    13    12    12    11    11

Warrior  20  19    18  17  16    15  14    13    12    11      10    9      8      7      6      5      4      3      2      1

Wizard   20  20    20  19  19    19  18    18    18    17      17    17    16    16    16    15    15    15    14    14

 

Table 54:

THAC0 Advancement

 

              Improvement Rate

    Group       Points/Level

    Priest  2/3

    Rogue       1/2

    Warrior     1/1

    Wizard      1/3 


  
 
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Calculating THAC0

    To make an attack roll, the character's THAC0 must be known. This depends on the group and level, if the attacker is a player character or NPC, or the Hit Dice if the attacker is a monster or an animal. All 1st-level characters have THAC0s of 20, regardless of class.

    For a character of level 1 through level 20, consult Table 53. This table lists the THAC0 number of each group through 20th level, so players don't have to perform any calculations.

    For a character higher than 20th level, find the Improvement Rate for the character's group in Table 54. There you'll find the number of levels a character must advance to reduce his THAC0 by 1 (or more) points. Calculate the character's THAC0 according to his level.

    The DMG contains the information on monster THAC0s.

 

Combat and Encounters

Encounters are the heart of the AD&D game. Since encounters with monsters and NPCs often lead to combat, an understanding of what happens during battles is vital for everyone. There are several factors the DM will consider in any combat, most of which arise from the circumstances of the encounter. Is anyone surprised? How far apart are the opponents? How many of them are there? Answers to these questions are found in the Encounter section of the DMG. These are questions common to all encounters, whether combat occurs or not.

 

The Combat Round

If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important).

    A round is approximately one minute long. Ten combat rounds equal a turn (or, put another way, a turn equals 10 minutes of game time). This is particularly important to remember for spells that last for turns, rather than rounds.

    But these are just approximations--precise time measurements are impossible to make in combat. An action that might be ridiculously easy under normal circumstances could become an undertaking of truly heroic scale when attempted in the middle of a furious, chaotic battle.

    Imagine the simple act of imbibing a healing potion. First, a character decides to drink the potion before retiring for the night. All he has to do is get it out of his backpack, uncork it, and drink the contents. No problem.

    Now imagine the same thing in the middle of a fight. The potion is safely stowed in the character's backpack. First, he takes stock of the situation to see if anyone else can get the potion out for him, but, not surprisingly, everyone is rather busy. So, sword in one hand, he shrugs one strap of the pack off his shoulder. Then, just as two orcs leap toward him, the other strap threatens to slip down, entangling his sword arm. Already the loose strap keeps him from fully using his shield.

    Holding the shield as best as possible in front of him, he scrambles backward to avoid the monsters' first wild swings. He gets pushed back a few more feet when a companion shoulders past to block their advance. His companion bought him a little time, so he kneels, lays down his sword, and slips the backpack all the way off. Hearing a wild cry, he instinctively swings his shield up just in time to ward off a glancing blow.

    Rummaging through the pack, he finally finds the potion, pulls it out, and, huddling behind his shield, works the cork free. Just then there is a flash of flame all around him--a fireball! He grits his teeth against the heat, shock, and pain and tries to remember not to crush or spill the potion vial. Biting back the pain of the flames, he is relieved to see the potion is still intact.

    Quickly, he gulps it down, reclaims his sword, kicks his backpack out of the way, and runs back up to the front line. In game terms, the character withdrew, was missed by one attacker, made a successful saving throw vs. spell (from the fireball), drank a potion, and was ready for combat the next round.


  
 
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What You Can Do in One Round

    Whatever the precise length of a combat round, a character can accomplish only one basic action in that round, be it making an attack, casting a spell, drinking a potion, or tending to a fallen comrade. The basic action, however, may involve several lesser actions.

    When making an attack, a character is likely to close with his opponent, circle for an opening, feint here, jab there, block a thrust, leap back, and perhaps finally make a telling blow. A spellcaster may fumble for his components, dodge an attacker, mentally review the steps of the spell, intone the spell, and then move to safety when it is all done. It has already been shown what drinking a potion might entail. All of these things might happen in a bit less than a minute or a bit more, but the standard is one minute and one action to the round.

    Some examples of the actions a character can accomplish include the following:

 Make an attack (make attack rolls up to the maximum number allowed the character class at a given level)

   • Cast one spell (if the casting time is one round or less)

   • Drink a potion

   • Light a torch

   • Use a magical item

   • Move to the limit of his movement rate

   • Attempt to open a stuck or secret door

   • Bind a character's wounds

   • Search a body

   • Hammer in a spike

   • Recover a dropped weapon

 

    There are also actions that take a negligible amount of time, things the character does without affecting his ability to perform a more important task. Examples of these include the following:

 • Shout warnings, brief instructions, or demands for surrender, but not conversations where a reply is expected.

 • Change weapons by dropping one and drawing another.

 • Drop excess equipment, such as backpacks, lanterns, or torches.

 

The Combat Sequence

In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns--unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions that occur. Within a combat round, there is a set series of steps that must be followed. These steps are:

 

    1. The DM decides what actions the monsters or NPCs will take, including casting spells (if any).

    2. The players indicate what their characters will do, including casting spells (if any).

    3. Initiative is determined.

    4. Attacks are made in order of initiative.

 

    These steps are followed until the combat ends--either one side is defeated, surrenders, or runs away.

    NPC/Monster Determination: In the first step, the DM secretly decides in general terms what each opponent will do--attack, flee, or cast a spell. He does not announce his decisions to the players. If a spell is to be cast, the DM picks the spell before the players announce their characters' actions.

    Player Determination: Next, the players give a general indication of what their characters are planning to do. This does not have to be perfectly precise and can be changed somewhat, if the DM decides circumstances warrant.

    If the characters are battling goblins, a player can say, "My fighter will attack" without having to announce which goblin he will strike. If the characters are battling a mixed group of goblins and ogres, the player has to state whether his character is attacking goblins or ogres.

    Spells to be cast must also be announced at this time and cannot be changed once the initiative die is rolled.

    Before moving on, the DM will make sure he has a clear idea of not only what the player characters are doing, but also what actions any hirelings and henchmen are taking. Once he has a clear view of everything that's likely to happen, the DM can overrule any announced action that violates the rules (or in the case of an NPC, is out of character).

    He is not required to overrule an impossible action, but he can let a character attempt it anyway, knowing full well the character cannot succeed. It is not the DM's position to advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters.

    Initiative: In the third step, dice are rolled to determine initiative, according to the rules for initiative (see "Initiative" below).

    Resolution: In the last step, PCs, NPCs, and monsters make their attacks, spells occur, and any other actions are resolved according to the order of initiative.

    The above sequence is not immutable. Indeed, some monsters violate the standard sequence, and some situations demand the application of common sense. In these cases the DM's word is final.

 

    Rath is leading a party through the corridors of a dungeon. Right behind him are Rupert and Delsenora. Rounding a bend, they see a group of orcs and trolls about 20 feet away. No one is surprised by the encounter.

    The DM has notes telling him the orcs are hesitant. He secretly decides that they will fall back and let the trolls fight. The trolls, able to regenerate, are naturally overconfident and step forward to the front rank (cursing the orcs at the same time) and prepare to attack. Turning to the players, the DM asks, "What are you going to do?"

 

Harry (playing Rath, a dwarf who hates orcs): "Orcs?--CHARGE!"

Anne (playing Delsenora the wizard): "Uh--what!? Wait--don't do that . . . I was going to . . . now I can't use a fireball."

DM: "Rath is charging forward. Quick--what are you doing?"

Jon (playing Rupert, the half-elf, to Anne): "Cast a spell! (To DM) Can I fire my bow over him?"

DM: "Sure, he's short."

Jon: "OK, I'll shoot at orcs."

DM: "Anne, tell me what Delsenora's doing or she'll lose the round trying to make up her mind!"

Anne: "Got it!--Acid arrow spell at the lead troll."

DM: "Fine. Harry, Rath is in front. Roll for initiative."


  
 
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Initiative

    The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another.

    Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s).

    There are also two optional methods that can be used to determine initiative. Each of these optional methods breaks the group action down into more individual initiatives. However, the general method of determining initiative remains the same in all cases.

 

Standard Initiative Procedure

    To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative.

    If both (or all) sides roll the same number for initiative, everything happens simultaneously--all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a wizard to be slain by goblins who collapse from his sleep spell at the end of the round.

 

Initiative Modifiers

    Situational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.

 

Table 55:

Standard Modifiers to Initiative

 

Specific Situation                          Modifier

Hasted                                                             -2

Slowed                                                             +2

On higher ground                                              -1

Set to receive a charge                                      -2

Wading or slippery footing                                +2

Wading in deep water                                       +4

Foreign environment*                                       +6

Hindered (tangled, climbing, held)                     +3

Waiting (see p. 112)                                         +1

 

    *This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free action, for example).

    Everyone in the party who will be involved in the round's action must qualify for the modifier. For example, all members of a party must be on higher ground than the opposition in order to get the higher ground modifier. The DM will probably ask each player where his character is standing in order to clarify this.

    The side with the lowest modified roll on 1d10 has the initiative and acts first.

 

 

    The DM decides that one initiative roll is sufficient for each group and no modifiers are needed for either group. (Although Rath is charging, the orcs and trolls are too busy rearranging their lines to be set to receive his charge and so the -2 to receive charge is not used.)

    Harry, rolling for the player characters, gets a 7 on a 10-sided die. The DM rolls a 10. The player characters, having the lowest number, act first.

    Delsenora's acid arrow strikes one of the trolls just as Rath takes a swing at the last of the fleeing orcs. A bowshot from Rupert drops another one of the creatures as it takes its position in the second rank. Now the monsters strike back.

   The orcs manage to finish forming their line. Enraged by the acid, the lead troll tears into Rath, hurting him badly. The others swarm around him, attempting to tear him limb from limb.


  
 
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Table 56:

Optional Modifiers to Initiative

 

Specific Situation                           Modifier

Attacking with weapon                                     Weapon speed

Breath weapon                                                   +1

Casting a spell                                                  Casting time

Creature size (Monsters attacking

with natural weapons only)*

   Tiny                                                                0

   Small                                                            +3

   Medium                                                        +3

   Large                                                           +6

   Huge                                                            +9

   Gargantuan                                                   +12

Innate spell ability                                               +3

Magical Items**

Miscellaneous Magic                                          +3

   Potion                                                          +4

   Ring                                                             +3

   Rods                                                            +1

   Scroll                                                         Casting time of spell

   Stave                                                            +2

   Wand                                                           +3

    *This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weaponry use the speed factor of the weapon, regardless of the creature's size.

    **Use the initiative modifier listed unless the item description says otherwise.

 

 

Group Initiative (Optional Rule)

    Some people believe that using a single initiative roll for everyone on the same side is too unrealistic. It is, admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative.

    Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56.

    Some of the modifiers depend on ability, spell, and weapon. Characters casting spells (but not monsters using innate abilities) must add the spellcasting time to the die roll. Characters attacking with weapons add the weapons' speed factors to the die roll (see the equipment lists in Chapter 6: Money and Equipment). All other modifiers are applied according to each individual's situation.

 

    In the second round of the combat, the DM decides to use the modified group initiative. Rath is surrounded by trolls and not in the best of health. The rest of the party has yet to close with the monsters.

    The DM decides that one troll will continue attacking Rath, with the help of the orcs, while the other trolls move to block reinforcements. In particular, the troll burned by the acid arrow is looking for revenge. The DM then turns to the players for their actions.

 

Players (all at once): "I'm going to . . ." "Is he going? . . ." "I'm casting a . . ."

DM (shouting): "One at a time! Rath?"

Harry: "I'll blow my horn of blasting."

DM: "It'll take time to dig it out."

Harry: "I don't care, I'm doing it."

Jon: "Draw my sword and attack one of the trolls!"

DM: "Anne?"

Anne (not paying attention to the other two): "Cast a fireball."

Harry and Jon: "NO! DON'T!"

DM: "Well, is that what you're doing? Quickly!"

Anne: "No. I'll cast a haste spell! Centered on me, so Rupert and Rath are just at the edge."

DM: "Okay. Harry, roll initiative and everyone modify for your actions."

 

    Harry rolls 1d10 and gets a 6. The DM rolls for the monsters and gets a 5. Each person's initiative is modified as follows:

    Rath is using a miscellaneous magical item (modifier +3). His modified initiative is 9 (6+3=9).

    Rupert is using a bastard sword +1 with two hands (weapon speed 7 instead of 8 because of the +1). His modified initiative is 13 (6+7=13).

    Delsenora is casting a spell (haste spell, casting time 3). Her modified initiative is the same as Rath's, 9.

    The trolls are attacking with their claws and bites (large creatures attacking with natural weapons +6). Their modified initiative is 11 (5+6=11).

    The orcs are using long swords (weapon speed 5). Their modified initiative is 10 (5 + 5 = 10).

    After all modified initiatives are figured, the combat round goes as follows: Delsenora (initiative 9) completes her spell at the same time that Rath (9) brings the house down on the orcs with his horn of blasting.

    The orcs (initiative 10) would have gone next, but all of them have been crushed under falling rock.

    The three trolls (initiative 11) are unfazed and attack, one at Rath and the other two springing forward, hitting Delsenora and missing Rupert.

    Finally, Rupert (initiative 13) strikes back. He moved too slowly to block one troll's path to Delsenora, but manages to cut off the second. Things look very grim for the player characters.


  
 
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Individual Initiative (Optional Rule)

    This method of determining initiative is the same as that just given earlier, except that each PC, NPC, and monster involved in the fight rolls and then modifies his own initiative roll. This gives combat a more realistic feel, but at the expense of quick play.

    To players, it may not seem like too much for each to roll a separate initiative die, but consider the difficulties: Imagine a combat between six player characters (each controlled by a player) and five hirelings and henchmen against 16 hobgoblins and five ogres (all of which must be rolled by the DM).

    Furthermore, each die roll must be modified according to each individual's actions. The resulting rolls make every combat round a major calculation.

    This method is not recommended for large-scale combats. It is best used with small battles in which characters on the same side have vastly different speeds.

 

    In the third round of combat, the DM decides to use individual initiatives. Each character is involved in his own fight and there aren't too many to deal with. Cut off from retreat by fallen rock, the trolls attack. The DM asks the players their intentions.

 

Harry: "Hit him with my hammer +4!"

Rupert: "Chop him up."

Anne (now in serious trouble): "Cast a burning hands spell."

 

    Each character or monster now rolls 1d10. The rolls and modified results are:

    Rath rolls a 2 and is attacking with his hammer (weapon speed 0 instead of 4 due to +4) and is hasted (-2), so his modified initiative is 0.

    Rath's troll rolls a 1 and is attacking with natural weapons (+6 modifier) for a total of 7 (1+6=7).

    Rupert rolls a 2 and has a weapon speed of 7 and is hasted (-2) for a modified initiative of 7 (2+7-2=7).

    Rupert's troll rolls a 5 and modifies this by +6 for an 11 (5+6=11).

    Delsenora is very unlucky and rolls a 9. Since she is casting a spell, she gains no benefit from the haste spell, this round. She has a casting time of 1 for a total of 10 (9+1=10).

    The troll fighting Delsenora is very quick and rolls a 1, modified to 7 (1+6=7).

    The order of attacks is: Rath (initiative 0) strikes with his hammer. Rupert and the two trolls (attacking Rath and Delsenora, all initiative 7) attack immediately after. Rupert hits. The troll attacking Rath misses, but Delsenora is hit. Delsenora's spell (initiative 10) would normally happen next, but instead it fizzles, her concentration ruined by the blow from the troll. Next, Rupert's troll attacks and misses. Because of the haste spell, Rath and Rupert now attack again (in order of initiative), Rath first, then Rupert.

 

Multiple Attacks and Initiative

    Often combat involves creatures or characters able to attack more than once in a single round. This may be due to multiple attack forms (claws and bite), skill with a weapon, or character level. No matter what the reason, all multiple attacks are handled by one of two methods.

    When multiple attacks are the result of different attack forms--claws and a bite or bite and tail or a ranger with his two-weapon combat ability for example--the attacks all occur at the same time. The creature resolves all of its attacks in initiative order.

    When the attacks are true multiples--using the same weapon more than once--as in the case of a highly skilled fighter, the attacks are staggered. Everyone involved in the combat completes one action before the second (or subsequent) attack roll is made.

   Take, for example, a fighter who can attack twice per round, and say he's battling creatures that can only make one attack. The fighter wins initiative. He makes his first attack according to the rolled initiative order. Then each creature gets its attack. Finally, the fighter gets his second attack.

    If fighters on both sides in a battle were able to attack twice in the round, their first attacks would occur according to the initiative roll. Their second attacks would come after all other attacks, and would then alternate according to the initiative roll.

 

Spellcasting and Initiative

    Casting times for spells can modify initiative rolls, creating a realistic delay for the spellcaster. When a spell's "Casting Time" parameter is given as a number without any units (for example, rounds or turns), then that number is added to the caster's initiative roll to determine his modified initiative. When a spell requires a round or more to cast, a normal initiative roll is not made--a spell requiring one round to cast takes effect at the end of the current round, after all other actions are completed.

    Spells that require more than one round to cast involve some bookkeeping. The DM or one of the players must keep track of the rounds spent in casting. If the spellcasting character is disturbed during this time, the spell is lost. If all goes well, the spell takes effect at the very end of the last round of the required casting time. Thus, a spell requiring 10 minutes to cast would require 10 combat rounds, and wouldn't take effect until the very end of the 10th round.

 

Weapon Speed and Initiative (Optional Rule)

    Each time a character swings a weapon, he places himself out of position to make his next attack. Swinging a hammer is not as simple as tapping in a nail. A war hammer is heavy. Swing it in one direction and it pulls in that direction. It has to be brought under control and repositioned before it can be swung again. The user must regain his balance and plant his feet firmly. Only after doing all this is he ready for his next attack.

    Compare how quickly someone can throw a punch to the amount of time required to swing a chair to get a good idea of what weapon speed factors are about.

    Weapon speed factors slow the speed of a character's attack. The higher the weapon speed factor, the heavier, clumsier, or more limited the weapon is. For the most part, weapon speed factors apply to all creatures using manufactured weapons. The speed factor of a weapon is added to the initiative roll of the character to get his modified initiative roll.

    Thus, if the DM decides to use weapon speed factors for player characters, they should also be used for giants, orcs, centaurs, and the like. Otherwise the DM isn't being fair to the players. However, creatures with natural weapons are not affected by weapon speed. Their attacks are natural extensions of their bodies, giving them much faster recovery and reaction times.

 

Magical Weapon Speeds

    Magical weapons are easier to wield in combat than ordinary ones. Maybe the weapon is lighter or better balanced than normal; maybe it just pulls the character into the proper position of its own volition. Whatever the cause, each bonus point conferred by a magical weapon reduces the speed factor of that weapon by 1. (A sword +3 reduces the weapon speed factor by 3, for example.) When a weapon has two bonuses, the lesser one is used. No weapon can have a speed factor of less than 0.

 

Attacking with Two Weapons

A tricky fighting style available only to warriors and rogues is that of fighting with two weapons simultaneously. The character chooses not to use a shield in favor of another weapon, granting him a greater number of attacks, with a penalty to his attack rolls (rangers are exempt from the attack roll penalty).

    When using a second weapon in his off-hand, a character is limited in his weapon choice. His principal weapon can be whatever he chooses, provided it can be wielded with one hand. The second weapon must be smaller in size and weight than the character's main weapon (though a dagger can always be used as a second weapon, even if the primary weapon is also a dagger). A fighter can use a long sword and a short sword, or a long sword and a dagger, but he cannot use two long swords. Nor can the character use a shield, unless it is kept strapped onto his back.

    When attacking, all characters but rangers suffer penalties to their attack rolls. Attacks made with the main weapon suffer a -2 penalty, and attacks made with the second weapon suffer a -4 penalty. The character's Reaction Adjustment (based on his Dexterity, see Table 2) modifies this penalty. A low Dexterity score will worsen the character's chance to hit with each attack. A high Dexterity can negate this particular penalty, although it cannot result in a positive modifier on the attack rolls for either weapon (i.e., the Reaction Adjustment can, at best, raise the attack roll penalties to 0).

    The use of two weapons enables the character to make one additional attack each combat round, with the second weapon. The character gains only one additional attack each round, regardless of the number of attacks he may normally be allowed. Thus, a warrior able to attack 3/2 (once in the first round and twice in the second) can attack 5/2 (twice in the first round and three times in the second).


  
 
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Movement in Combat

Since a round is roughly a minute long, it should be easy for a character to move just about anywhere he wants during the course of the round. After all, Olympic-class sprinters can cover vast amounts of ground in a minute.

    However, a character in an AD&D game is  not an Olympic sprinter running in a straight line. He is trying to maneuver through a battle without getting killed. He is keeping his eyes open for trouble, avoiding surprise, watching his back, watching the backs of his partners, and looking for a good opening, while simultaneously planning his next move, sometimes through a haze of pain. He may be carrying a load of equipment that slows him down significantly. Because of all these things, the distance a character can move is significantly less than players generally think.

    In a combat round, a being can move up to 10 times its movement rating (see Chapter 14: Time and Movement) in feet. Thus, if a character has a movement rating of 9, he can move up to 90 feet in a round. However, the types of moves a character can make during combat are somewhat limited.

 

Movement in Melee

    The basic move is to get closer for combat--i.e., move close enough to an enemy to attack. This is neither a blind rush nor a casual stroll. Instead, the character approaches quickly but with caution. When closing for combat, a character can move up to half his allowed distance and still make a melee attack.

 

Movement and Missile Combat

    Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus, a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.

 

Charging an Opponent

    A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge.

    However, charging gives the opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class and they suffer an AC penalty of 1. Finally, if the defender is using a spear or polearm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.

 

Retreat

    To get out of a combat, characters can make a careful withdrawal or they can simply flee.

    Withdrawing: When making a withdrawal, a character carefully backs away from his opponent (who can choose to follow). The character moves up to 1/3 his normal movement rate.

    If two characters are fighting a single opponent and one of them decides to withdraw, the remaining character can block the advance of the opponent. This is a useful method for getting a seriously injured man out of a combat.

    Fleeing: To flee from combat, a character simply turns and runs up to his full movement rate. However, the fleeing character drops his defenses and turns his back to his opponent.

    The enemy is allowed a free attack (or multiple attacks if the creature has several attacks per round) at the rear of the fleeing character. This attack is made the instant the character flees: It doesn't count against the number of attacks that opponent is allowed during the round, and initiative is irrelevant.

    The fleeing character can be pursued, unless a companion blocks the advance of the enemy.


  
 
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Attacking Without Killing

There are times when a character wants to defeat another being without killing it. A companion may have been charmed into attacking his friends (and his friends don't want to kill him to save themselves!); an enemy may have information the PCs can get only by subduing him; characters may simply see the monetary value of bringing back a real, live monster. Whatever the case, sooner or later characters are going to try.

    There are three types of nonlethal attacks--punching, wrestling, and overbearing. Punching is basic bare-fisted fighting. Wrestling is the classic combination of grappling, holds, and throws. Overbearing is simply trying to pull down an opponent by sheer mass or weight of numbers, pinning him to the ground.

 

Punching and Wrestling

    These are the most basic of combat skills, unknowingly practiced by almost all children as they rough and tumble with each other. Thus, all characters, regardless of class, are assumed to be somewhat proficient in both these forms of fighting.

    Punching occurs when a character attacks with his fists. No weapons are used, although the character can wear an iron gauntlet or similar item. Wrestling requires both hands free, unencumbered by shields and the like.

    When punching or wrestling, a normal attack roll is made. The normal Armor Class of the target is used. If a character is attempting to wrestle in armor, the modifiers on Table 57 are used (these are penalties to the attacker's attack roll). Normal modifiers to the attack roll are also applied.

    Penalties for being held or attacking a held opponent do not apply to wrestlers. Wrestling involves a lot of holding and twisting as it is, and the damage resolution system for punching and wrestling takes this into account.

 

Table 57:

Armor Modifiers for Wrestling

 

Armor                               Modifier

Studded leather                                      -1

Chain, ring, and scale mail                       -2

Banded, splint, and plate mail                  -5

Field plate armor                                    -8

Full plate armor                                      -10

 

 

    If the attack roll is successful, consult Table 58 to find the result of the attack: Cross-index the character's modified attack roll with the proper attack form. If, for example, a character successfully punched with an 18, the result would be a rabbit punch (if he rolled an 18 on a successful wrestling attempt, the result would be a kick). Punching and wrestling attacks can succeed on attack rolls of 1 or less (exceptions to the general rule).

 

Table 58:

Punching and Wrestling Results

 

    Attack Roll            Punch           Damage      % KO     Wrestle

    20+                  Haymaker        2             10   Bear hug*

    19                    Wild swing       0               1 Arm twist

    18                    Rabbit punch    1               3 Kick

    17                    Kidney punch          1               5 Trip

    16                    Glancing blow          1               2 Elbow smash

    15                    Jab            2               6 Arm lock*

    14                    Uppercut          1               8 Leg twist

    13                    Hook               2               9 Leg lock

    12                    Kidney punch          1               5 Throw

    11                    Hook               2             10   Gouge

    10                    Glancing blow          1               3 Elbow smash

      9                  Combination     1             10   Leg lock*

      8                  Uppercut          1               9 Headlock*

      7                  Combination     2             10   Throw

      6                  Jab            2               8 Gouge

      5                  Glancing blow          1               3 Kick

      4                  Rabbit punch    2               5 Arm lock*

      3                  Hook               2             12   Gouge

      2                  Uppercut          2             15   Headlock*

      1                  Wild swing       0               2 Leg twist

    Less than 1              Haymaker        2             25   Bearhug*

    *Hold can be maintained from round to round, until broken.

 

    Punch: This is the type of blow landed. In game terms, the type of blow has little effect, but using the names adds spice to the battle and makes the DM's job of describing the action easier.

    Damage: Bare-handed attacks cause only 1 or 2 points of damage. Metal gauntlets, brass knuckles, and the like cause 1d3 points of damage. A character's Strength bonus, if any, does apply to punching attacks.

    Punching damage is handled a little differently than normal damage. Only 25% of the damage caused by a bare-handed attack is normal damage. The remaining 75% is temporary. For the sake of convenience, record punching damage separately from other damage and calculate the percentage split at the end of all combat.

    If a character reaches 0 hit points due to punching attacks (or any combination of punching and normal attacks), he immediately falls unconscious.

    A character can voluntarily pull his punch, not causing any hit point damage, provided he says so before the damage is applied to his enemy. There is still a chance of a knockout.

    % K.O.: Although a punch does very little damage, there is a chance of knocking an opponent out. This chance is listed on the table as "% K.O." If this number or less is rolled on percentile dice, the victim is stunned for 1d10 rounds.

    Wrestle: This lists the action or type of grip the character managed to get. Wrestling moves marked with an asterisk (*) are holds maintained from round to round, unless they are broken. A hold is broken by a throw, a gouge, the assistance of another person, or the successful use of a weapon. (Penalties to the attack roll apply to weapon attacks by a character who is in a hold.)

    All wrestling moves inflict 1 point of damage plus Strength bonus (if the attacker desires), while continued holds cause cumulatively 1 more point of damage for each round they are held. A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6). Remember, this is the equivalent of pressing hard on a full-nelson headlock for roughly six minutes!

 

Overbearing

    Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him.

    To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger).

    The defender also gains a benefit if it has more than two legs: a -2 penalty to the attacker's roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse's four legs).

    If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the prone modifier to combat (from Table 51).

    If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group.

    A giant and three pixies attempting to pull down a man would use the pixies' attack roll, modified by +3 for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).

 

Weapons In Nonlethal Combat

    As you might expect, weapons have their place in nonlethal combat, whether a character is defending or pressing the attack.

    Weapons in Defense: A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.

    Those involved in a wrestling bout are limited to weapons of small size after the first round of combat--it's very difficult to use a sword against someone who is twisting your sword arm or clinging to your back, trying to break your neck. For this reason, nearly all characters will want to carry a dagger or knife.

    Nonlethal Weapon Attacks: It is possible to make an armed attack without causing serious damage (striking with the flat of the blade, for example). This is not as easy as it sounds, however.

    First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with an arrow or sling. It isn't even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn't cut.

    Second, the character has a -4 penalty to his attack roll, since handling a weapon in this way is clumsier than usual. The damage from such an attack is 50% normal; one-half of this damage is temporary.

 

Nonlethal Combat and Creatures

    When dealing with nonhumanoid opponents, a number of factors must be considered.

    First, unintelligent creatures, as a rule, never try to grapple, punch, or pull down an opponent. They cheerfully settle for tearing him apart, limb by limb. This, to their small and animalistic minds, is a better solution.

    Second, the natural weapon of a creature are always usable. Unlike men with swords, a lion or a carnivorous ape doesn't lose the use of its teeth and fangs just because a character is very close to it.

    Finally, and of greatest importance, creatures tend to be better natural fighters than humans. All attacks for a tiger are the same as punching or wrestling. It's just that the tiger has claws! Furthermore, a tiger can use all of its legs effectively--front and back.


 
 
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