COMBAT ------ * DEX bonuses lower AC by the bonus amount. * DEX bonuses are not applied to the defender's AC if they are not in combat, moving rapidly, trying to dodge the shot, etc(i.e. if they are relatively stationary). * Melee Attack: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, Hobbits, Paladins, and Pirates)** add their STR bonus to to-hit rolls. Thieves add their DEX bonus to to-hit rolls instead of STR. All others add +1 to attack rolls if STR is 16+. ** Fighters(and PIRATES) who are wearing light armor and using one-handed weapons (swashbuckler types) may use their DEX bonus for to-hit rolls instead of STR. * Melee Damage: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, Hobbits, Paladins, and Pirates)** add their STR bonus to damage rolls. Thieves add their DEX bonus to damage rolls instead of STR. All others add +1 to damage rolls if STR is 16+. ** Fighters(and PIRATES) who are wearing light armor and using one-handed weapons (swashbuckler types) may use their DEX bonus for damage rolls instead of STR. * Ranged Attack: * All characters add their DEX bonus to to-hit rolls for bows and thrown weapons. * Great Bows will add STR AND DEX bonuses to to-hit rolls. * For ranged attacks: +1 to-hit at short range and -1 to-hit at long range. * See Shields * Ranged Damage: * Fighters(INCLUDING Rangers, Barbarians, Dwarves, Hobbits, Paladins, and Pirates)** add their STR bonus to damage rolls for thrown weapons. Thieves add their DEX bonus to damage rolls for thrown weapons instead of STR. All others add +1 to damage rolls if STR is 16+. * All characters add their DEX bonus to damage rolls for bows. * Great Bows will use STR bonus rather than DEX for damage rolls. MISC COMBAT RULES ----------------- * PCs and Important NPC Fighter-types get a number of melee attacks against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, hobbits, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level PC or NPC would have 3 attacks/round against these. An easier way to do this is figure out the percentage of attacks that hit 'normal types' by our character each round, find the average damage that each hit would inflict, and then calculate the number of normal types that would be killed each round by the character. For example: Our 8th level fighter gets 8 attacks against a group of attacking humanoids, and needs to roll a 7 or better to hit based on their armor class, which means our hero will 'hit' about 70% of the time. That's 5.6 successful hits out of 8 attacks. The humanoids have an average of 3.5 hit points, because their hit points are determined by rolling a D6. And the fighter does an average of 4.5 hit points of damage with each successful hit with a sword (normal weapons do D6+1 damage). This means that 5.6 humanoids are killed each round (6 if rounded up) by our hero. * Monsters with more than 1HD will attack 'Normal Men' multiple times depending upon their HD. For instance, a Troll with 6HD+3 would attack a group of Normal Men 6 times in a round. * A Natural 1 always indicates a MISS. A D20 can be rolled afterwards, and if the roll is greater than the XP level of the character who missed PLUS their DEX modifier, then the miss is also a Critical Fumble (see table). * A Natural 20 is always a hit(unless magical or silver weapons are required and not available). For opponents that could not naturally be hit even by rolling a '20' - like a high level, magically armored fighter with DEX bonus being attacked by a 1st level fighter with no bonuses at all - a Natural 20 shall count as a 'hit'. However, for every number over '20' needed to hit, 1 point will be subtracted from the damage die. For example, if the opponent required a roll of 22 to be hit, and a Natural 20 was rolled. The hit would count, BUT 2 points would be subtracted from the damage total. It is therefore possible to 'hit' a foe and cause no damage. A Natural 20 is also a Critical HIT UNLESS the creature could only be hit by rolling a Natural 19 or 20. In that case, it would simply count as a normal hit. For many monsters, a Natural 20(or sometimes less) would indicate the occurrence of their special attack - crushing hug for owlbears, swallowing a creature whole for a sea dragon, knocking a foe to the ground for a dire wolf, etc. * Different weapons are useful for different things: A spear gives more reach, a dagger confers the ability to fight in a tight space - like when trapped inside of a Cloaker, an axe is good for chopping through hawser lines or wooden doors, blunt weapons are most useful against Animated Skeletons, etc. * A whip may be used to entangle an opponent of ogre size or smaller. If the to-hit roll is made, the WIELDER must decide on an area of their opponent to target and then make a Save vs Paralysis to entangle the target or the target's weapon. Subtract the target's STR bonus from the roll. If success- ful, the target may be yanked off their feet or the weapon(or held item) may be pulled from their grasp. Whips can be used against an opponent who is 10 feet away. * A PC fighting with a weapon they are not trained in attacks as a 'Normal Man' and does 1/2 damage rounded up. * Melee combatants not yet engaged "in melee"(within 5 feet of an unoccupied foe) and those using missile weapons(also not yet engaged in melee) may move up to 1/2 of their Turn movement in a melee round AND attack. OR they can move up to their full Turn movement in a single round and NOT attack or take any further action that round(Running). Spellcasters may move up to 10 feet while casting normally. ELVES can "fire on the run" with arrows and javelins with no penalty to hit, meaning that they can move up to their full Turn rate in a round while attacking with these weapons. This is NOT a charge for them. Elves can also fire into melee without risk of hitting friendly forces. HOBBITS can likewise do this with slings and thrown weapons or objects! * Creatures are considered to be "in melee" when they are within 5 feet of each other and not separated by an obstacle. Once engaged, only the following special forms of movement are possible: 1) Fighting Withdrawal: backing slowly out of a fight, while still defending yourself, until there is an opportunity to disengage and run without incurring an attack of opportunity. PCs withdrawing will move at only 1/2 speed and gain a +2 to their defense, while attacking with a penalty of -2. 2) Retreat: A combatant may turn and flee (or, if able, pass around an opponent or through an opening in the line). In this case, roll an initiative die(D6) for the combatant retreating as well as for the combatant(s) they are disengaging from. Add each combatant's DEX bonus to their rolls. If the one disengaging rolls highest, they are able to duck and dodge away or through the line without incurring a parting shot by the one(s) they were fighting. If their opponent(s) roll higher, then each of those who did get one free attack at +2 to hit as a parting shot. The shield bonus of the retreating party is not counted for purposes of AC. If the fleeing/ moving party passes within 5' of any other opponents not in melee, and does not engage them, each of these also gets a free attack against the fleeing party in the same manner. If a combatant turns and flees, roll a 2D6 to discover if they are pursued by their opponent(s). It is possible that a fleeing combatant will be pursued by a much faster opponent and will not be able to withdraw from combat. In this case, the pursuing creature will continue to attack each round with a +2 to-hit until the one fleeing turns and re-engages. 3) It is possible(if there is enough space between combatants) to "move through" a line of foes in order to attack those beyond. Anyone moving through a combat line MAY be subject to one free attack by all foes they pass who are within striking distance(about 5 feet). See rule for 'Retreat' above. 4) A combatant can disengage from melee without penalty or incurring a free attack if their opponent is engaged with another foe in melee. * Melee Weapon Reach: Combatants using any weapon with a sufficient reach advantage over their opponent(spear vs short sword for example) strike first, IN THE FIRST ROUND OF COMBAT, regardless of who has the initiative(assuming they aren't surprised of course). * Mounted opponents get a +1 to-hit against unmounted opponents. Combatants on the ground attack mounted opponents at -1 to-hit. These bonuses and penalties don't apply if unmounted opponents are using spear(9'+), pike, or polearm. * High Ground: Opponents fighting from a higher place (a ledge above, for instance) gain a +1 to-hit. While those fighting against them from lower ground have a penalty of -1 to their attacks. * Up to 6 combatants of around human size can surround and attack a human- sized character in melee without getting in each other's way*. If more than 2 foes are simultaneously attacking one character, each attacker will get a bonus of +1 on their to-hit rolls against that character, until the character can get their back close to a wall in order to face all of their attackers. * Weapon types will come into play here. A battle axe takes some room to swing, however, a spear is thrust ahead and requires little side-to-side room. Larger creatures can be surrounded by more opponents. Smaller creatures can be surrounded by fewer opponents. A shield may only be used against 2 attackers. * Flanking attackers will gain a +1 to hit and defenders will not be able to employ shields against them or use their DEX bonus to AC until they are able to turn and face the flanking enemies. This will be a case of being "partially surprised". Foes attacking from the rear will get a +2 bonus to their attacks. * Surprise Attacks will gain a +2 to hit and defenders will not be able to employ shields against them or use their DEX bonus to AC until they are able to turn and face their enemy. * Backstab: A Surprise Attack From Behind will give the attacker a +4 bonus to hit. The person being attacked will be "surprised" and not able to apply shields or DEX bonus to their AC, nor will they be able to attack back on the first round. For characters with multiple attacks per round, only the FIRST ATTACK gets the attack bonus of +4. All other attacks in the round proceed as regular Surprise Attacks. The first attack will also do double damage if the attack roll hits(thieves will do greater damage at higher levels). * Florentine fighting: Roll with Advantage. Role 2 to-hit rolls and take the larger number. If there is a size difference in the weapons being used (sword and dagger, for example), roll to see which one hit, then roll for damage. Florentine fighting gives a +1 bonus to AC against melee attacks. * CHARGING ATTACKS: Charging attacks apply to monsters, large beasts, and mounted combatants. A CHARGE is a movement of 3" or more, ending in an attack. The Charge must end within 5 feet of the target being charged("melee range") in order for the target to be attacked on that round. Animals and monsters with large horns or tusks do double damage on a successful hit. For creatures with multiple attacks per round, the "Charge" bonuses and penalties only apply to the first attack. All subsequent attacks are regular attacks. Combatants on horseback(or other mount) charging with a lance will do double damage(2D6) to all creatures hit... If those being charged are unmounted and have only normal melee weapons, the side charging will have a +1 to-hit and will always strike first regardless of which side had the higher initiative for that round. If charging a line of mounted lancers OR unmounted combatants with set spears, pikes, or polearms, the charging combatants will get no bonus to hit and the opposing attacks will take place simultaneously, regardless of which side had the higher initiative for that round. Charging creatures or combatants can, of course, be attacked with missile weapons and spells as they are closing. Set Spears: A spear, pike, or polearm with a spear point can be set against a charging attack and will do 2D6 damage against charging creatures. Set spears will also strike first(because of greater reach) if the combatants charging are mounted and using normal melee weapons(sword, axe, spear, etc), or if being charged by a monster or large creature - provided the weapons are longer than the creature's horns, tusks, or whatever. If the spears/pikes are set against a mounted foe armed with lances or similar weapons, or against a creature with longer horns(Triceratops?), the opposing attacks will take place simult- aneously, regardless of which side had the higher initiative for that round, and both sides will do double damage if they hit. * Melee combatants using polearms can attempt to dismount a mounted foe by catching, hooking, or leveraging their opponent off of their steed. If a dismounting attempt is decided upon, and the to-hit roll is made, the rider must make a REFLEX Saving Throw in order to remain mounted. If the save is successful, then 1/2 damage, rounded down, is taken. If the save is failed, no damage is taken, but the rider is dismounted and possibly stunned: 1-2 on a D6 = Stunned for 2 rounds. No attacks/defense possible. 3-4 = Stunned for 1 round. No attacks/defense possible. 5-6 = Not Stunned. * Melee combatants may PARRY - gives +2 to defense on that round but no attacks are possible. * Melee combatants using a one-handed weapon can try to disarm their opponent if that opponent is also using a one-handed weapon. If a disarm is attempted and the to-hit roll is successful, the target must make a REFLEX Saving Throw. For every XP level the target is above the attacker's level, add a +1 to the roll. For every XP level the target is below the attacker's level, subtract 1 from the roll. Failure means they have been disarmed. * Crossbows and Flintlocks can fire every other round. They take 1 round to reload. * Cover Penalty to-hit: 25% cover = -2, 50% cover = -4, 75% cover = -6 * Firearms: Any character race or class can learn to use firearms. * Empty Hand Attacks: Damage done is rolled on a D4 but only 1 point per every 2 die rolls of damage is 'actual damage' (2 pts if STR is 16-18). The rest is temporary damage. When someone reaches 0hp, they are knocked out or otherwise incapacitated and out of the fight. Temporary damage points are regained at a rate of 1 point times XP Level/HD per Turn. It is also possible to "pull punches" so all of the damage is temporary damage. Attacks designed to subdue, whether empty handed or with weapons proceed in the same way, though with weapons, the die rolled for damage would be whatever that particular weapon calls for. Objects used as weapons, like a shovel or a brass candle- stick would use a D4 for damage rolls. A surprise attack does double the dice worth of temporary damage. * Grappling attacks: - Roll to-hit normally for each foe surrounding the character. A successful attack means that that foe has 'grappled' our hero. - Each foe who has successfully grappled rolls a number of D6's corresponding to each of their Hit Dice. The hero also rolls a number of 6-sided die equal to his HD. If the defender's score is less than his attackers', he has been pinned helplessly. If his score matches theirs, he is still on his feet and struggling, but is unable to defend himself with his weapon. If the defender rolls higher, he has thrown off his attackers and they are stunned for a number of rounds equal to the roll of the hero minus the combined rolls of his attackers. For instance, 5 orcs(1 HD creatures) try to grapple a character of xp level 3(3 HD). 2 orcs make successful attack rolls and have now grappled our hero. Now, each orc rolls a D6 - say the results are 2 and 5 for a combined roll of 7. The character now rolls 3D6 and the result is 11. This means that both orcs have been thrown off and are stunned and unable to resume their attack for 4 rounds (11-7 = 4). And now, since the hero is free, initiative is rolled again (if there are more attackers) and battle continues. ---------------------------------------------------------------------------- ENCOUNTER ORDER --------------- 1) Monsters are encountered in a chamber or the DM has rolled for wandering monsters. 2) If Wandering Monsters have been encountered, the DM rolls to see how many (unless a specific number is stated). The direction of appearance is deter- mined by random number generation considering the number of directions of approach. 3) SURPRISE: A Condition of surprise can only exist when one or both parties are unaware of the presence of the other. Such things as ESP'ing, light, and noise will negate surprise. If the possibility for surprise exists, the DM rolls for both party and monsters to see if either are surprised. A roll of 1-2 normally indicates that group is surprised. The surprising party gets a free round of action and the surprised party can not respond that round. IF monsters gain surprise they will either close the distance between themselves and the character(s) and/or attack(unless they are intelligent and their prey is obviously too strong to attack). If both sides are surprised, the rolls cancel out and the encounter proceeds normally. Distance between parties will be from 10 - 30 feet indoors or underground or 10 - 30 yards outdoors. See SURPRISE TABLE BELOW. SURPRISE(examples) ------------------ SURPRISE(if called for) is normally 1-2 on D6. So... 1) IF Party A surprises on a 1-5 (because they are extra quiet and sneaky) AND Party B is normally surprised on a 1-2 (by normally sneaky creatures) THEN Party A surprises Party B on a 1-5 (instead of the normal 1-2). 2) IF Party A surprises on a 1-5 (because they are extra quiet and sneaky) AND Party B is surprised only on a 1 (because they are extra alert) THEN Party A surprises Party B on a 1-4 (instead of a 1-5). 3) IF Party A surprises on a 1-5 (and is normally surprised on a 1-2) AND Party B surprises on a 1-4 (and is normally surprised on a 1-2) THEN Party A surprises Party B on a 1-5, AND Party B surprises Party A on a 1-4. 4) IF Party A surprises on a 1-5 (and is normally surprised on a 1-2) AND Party B surprises on a 1-4 (and is normally surprised only on a 1) THEN Party A surprises Party B only on a 1-4, AND Party B still surprises Party A on a 1-4. ------------------- 4) If no surprise condition exists, DM rolls 2D6(x 10 ft indoors or 10 yds outdoors) to find the distance between the two groups if distance is uncertain. 5) The DM and the party both roll a D6 for Initiative to see which side will go first. The highest roll goes first followed by the next highest, and so on. If both** groups roll the same, movement and combat is simultaneous, meaning any creature killed in a melee round will still get their attack(s) for that round. If the party is facing different types of monsters at the same time - a group of hobgoblins, a group of bugbears, and an evil wizard, roll initiative for each monster group. Reroll initiative for all groups each round! ** There are, quite often, only 2 groups involved - player characters and monsters. There can be more, however. The Battle of the Five Armies would have required 5 separate initiative rolls. 6) For Monsters, the DM may make a Reaction Roll(2D6 on the Reaction Table) if Monster Reaction is uncertain. Animals may be frightened, curious, friendly, hungry, angry, or disinterested. Intelligent monsters may be friendly, want to parley, run away, be hostile, observe the party uncert- ainly, etc. Players now decide what action they wish to take. They can choose to talk, intimidate, run away, attack, wait to see what the monsters will do, etc. 7) After initiative order is decided and morale checks(if needed)## have been made, combat proceeds in order. ## Check monster morale (roll 2D6 see table) at the beginning of conflict(if needed), after first death, when 50% are dead or incapacitated, or when any big upset occurs. Monsters who make their morale roll twice will fight to the death. 8) ORDER OF COMBAT FOR EACH ROUND: SIDE A (won initiative) SIDE B (lost initiative) ----------------------- ------------------------ 1) MOVEMENT PHASE: All those on Side A move to the position they want. Spellcasters who will be casting a spell this round may move up to 10 feet. Those who are already in melee from a previous round may only move defensively (including 'move through', fighting withdrawal, retreat, etc). Side A can set spears instead of moving if they believe that a charge by Side B is imminent. 1) MOVEMENT PHASE SIDE B Side B can set spears instead of moving if they are being charged by Side A. A spellcaster may move no more than 10 feet if they are casting a spell this round. 2) MISSILE FIRE PHASE: All those employing bows javelins, slings, oil, throwing knives, etc, make their attack rolls. Magical wands already in hand also fire on this round. Otherwise they will fire on the next phase. Missile fire can target those from Side B MOVING up to melee. Magically Hasted creatures also get their melee attacks in this phase if they are within 5 feet of an adversary after moving in the previous phase. 2) MISSILE FIRE PHASE SIDE B Missile fire can target those from Side A MOVING up to melee. 3) MAGIC SPELLS PHASE: Spells are cast and Saving Throws rolled. Wands not previously readied fire now. 3) MAGIC SPELLS PHASE SIDE B If an adversary has moved into melee range(within 5') of a spellcaster during the Movement Phase, the caster will be unable to cast a spell this round and must draw a weapon to defend themselves or use this phase to move out of melee range so they can cast on the following round. The exception to this is when initiative is tied. (See notes below) 4) MELEE PHASE: All creatures within 5 feet of an opponent may make their melee attack rolls. 4) MELEE PHASE SIDE B 5) All sides roll initiative for the next round. ** Opponents with a superior reach advantage (long spear vs sword for example) will automatically have initiative on the FIRST round of melee even if their melee opponent rolled a higher number. ** Magically HASTED creatures move twice as fast and always have init- iative. If there are magically hasted creatures on both sides of the battle, they will roll to see if either has initiative or if they will act simultaneously. ** Characters with multiple attacks per round will make all of their attacks at one time. ** The MOVEMENT and MISSILE FIRE phases can be reversed for archers, javelin throwers, and the like. It may be desired to take a shot from a currently advantageous position before moving to a new position. ** The term "Spellcaster" refers to a Magic-User, Elf, Cleric, Bard, or other similar types who are casting a spell. ** Spellcasters cannot normally cast spells when they are being meleed by a foe. They must retreat or draw a weapon and defend their skin. ** A spellcaster casting a healing spell on a comrade, or using a Power Word, can move normally in a round, rather than only 10 feet, so long as they are not being meleed by a foe. ** If initiative is simultaneous, and an adversary has moved into melee range of a spellcaster during the MOVEMENT PHASE of the round, the spellcaster may attempt to cast a spell, but must make a SPELLS Saving Throw to see if they are able to maintain their concentration and complete the spell. The spellcaster must also make a save if they are hit for damage by missile weapons while casting. All of this also applies to spells previously cast which are being maintained by con- centration. For a spell being maintained by concentration, failure means that the spell ends/is dispelled. For a caster attempting to cast a new spell, failure indicates that the spell was either lost (1-3 on a D6) or was miscast(4-6 on a D6). If miscast. Roll on the Spell Miscast Table. ** Certain attack spells, like Power Words or those with a range of "touch", can be used normally in melee without any chance of being disrupted. A few other types of spells may be used in melee as well, such as movement spells like Fly, Teleport, and Dimension Door. ** "Paired Combat" sometimes happens when a fight between two or more large groups of adversaries breaks up into several smaller/individual groups. In this case, initiative must be rolled each round between the combatants of these smaller groups, e.g.: Player 1 in combat with 2 Hobgoblins(Player 1 and the pair of hobgoblins roll for initiative against each other), Player 2 in combat against a large troll on the other side of the room (Player 2 and the Troll would roll for initiative against each other on each round), and so on. In Paired Combat, the combat order above is ignored as there are not enough combatants within each of these smaller groups to make it reasonable to follow. The side winning initiative makes all of its attacks and then the losing side goes. If initiative is tied, both sides attack simultaneously. ** Two magical casters may attempt to enspell or control the same creature or object at the same time. This event will necessitate both casters making an opposed skill roll each round to see which one is in control of the target for that round. ---------------------------------------------------------------------------- EVASION AND PURSUIT -------------------- * If characters decide to flee, roll on Monster Reaction Table to see if they will pursue. A low score means they will, a high score means they will not. Pursuit time is measured in rounds and running at RUNNING SPEED. Movement rates are compared to see if the fleeing party is caught and how many rounds that takes to accomplish. * Monsters will usually chase characters only as long as they are in sight. Unintelligent monsters will often stop to eat food thrown down by the fleeing party. Intelligent monsters will often stop for treasure flung away by the fleeing party. (1-5 chance on D6) * Running around a corner, up/down stairs, through a doorway, monsters will continue pursuit on 1-2(D6). Passing through a secret door will lower chance of continuing pursuit to a 1 in 6. -------------------------------------------------------------------- Mass Combat ----------- It will become necessary from time to time to split up larger groups of beings for combat purposes . For example, ten player characters and a hundred of their hired troops meet three hundred bandits! To roll hit dice, etc . for each man would take far too much time. Nonplayer characters may thus be grouped into sets of five or ten (or even larger) men and "fought" as one man. If, for example, such troops are divided into units of ten, the referee rolls ten 6-sided dice and totals the score. One of the players then rolls ten dice for his ten nonplayer troops and totals that score. Only one "hit" throw is made per group. A miss indicates that all ten have missed or done no significant damage. If a hit is made, a single 6-sided die is thrown, and its score is multiplied by 10 and subtracted from the target unit's total hit dice points. When either side has lost all of its hit points, the unit is considered slain to a man. The victors then divide their original hit points by 10 (the number of men in the unit) and compare this with the unit's remaining points . For each tenth of the original total left, one man is left alive . Fractions are rounded upwards . E .g . if the total original hit points for the group had been 40, then 4 points remaining after the melee would indicate one man left alive, 8 points would indicate 2 men, etc .