Difference between revisions of "Combat"

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[[File:Combat.jpg|right|455px|thumb]]
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[[File:Combat.jpg|right|525px|thumb]]
'''Combat''' is a method of resolving conflict between fighting parties in D&D. The accuracy of these combats in relation to the real world is not a priority, and is often subjugated by the need for playability. That said, many elements of combat do reflect circumstances in the real world — and this, too, is an important part of the game, since these touchstones encourage immersion for the players.
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'''Combat''' in this system serves as a structured method for resolving conflicts between opposing forces. While it incorporates elements of real-world combat, the primary focus is on playability, engagement and strategic depth rather than strict historical accuracy. Familiar aspects of armed conflict and tactics help ground the experience, allowing players to immerse themselves in a world where the fantastical is anchored in recognisable mechanics.
  
The combat system used here is a '''heavily modified version of the AD&D model'''. Recognizable parts of AD&D remain because these parts function best in the structure of this combat system.  However, in no way is AD&D to be considered the ''preferred'' model. If any part of what is presently AD&D-like can be improved upon, and therefore expunged from the system, it will be. Our purpose here is to create the most workable, tension-building, strategic, emotionally satisfying combat system that can possibly exist.
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The system outlined here is a heavily modified evolution of the original AD&D combat model. While certain aspects of AD&D remain because they function effectively within this framework, the system does not adhere to AD&D as an ideal. Any mechanic, regardless of its origin, is subject to revision or replacement if a superior alternative is found. The objective is to craft a combat experience that is strategic, intense and emotionally compelling, ensuring that each encounter carries weight and consequence.
  
Therefore, some elements from other versions of D&D have been incorporated; most of the system is, however, entirely of my own design. I encourage players to be innovative, while at the same time the system works to establish rigid boundaries of "play" in which that innovation can take place.
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Though elements from various editions of D&D have influenced this system, it is largely original in design. It provides a structured yet flexible approach that rewards player creativity while maintaining balance. The goal is to create combat encounters that challenge players, forcing them to adapt, think critically and make meaningful decisions under pressure.
  
Combat is essential to a good D&D game. The process of combat should evoke excitement and fear, with a real possibility of failure as well as triumph.
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Combat is more than a routine exchange of attacks; it is a pivotal element of the game, shaping the narrative and the fate of characters. A well-designed encounter should evoke a balance of tension and exhilaration, where risk and reward are deeply felt. The threat of loss, whether through character death or lasting consequences, adds weight to each decision, ensuring that no battle feels inconsequential.
  
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The unpredictability of combat fuels player investment, making every roll, manoeuver and tactical choice matter. At the same time, victory achieved through skillful play and teamwork provides a profound sense of accomplishment. Combat should never become a mechanical exercise but rather a moment where the stakes are tangible, the pressure is real and the outcome is uncertain until the final move is made.
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== Links ==
 
Below are a list of links describing concepts and elements related to this combat system.
 
Below are a list of links describing concepts and elements related to this combat system.
== Links ==
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
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<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
 
* [[Ability Checks]]
 
* [[Ability Checks]]
* [[Acidic Attacks]]
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* [[Acid-based Attacks]]
 
* [[Action Points]]
 
* [[Action Points]]
 
* [[Armour Class]]
 
* [[Armour Class]]
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* [[Binding Wounds (sage ability)]]
 
* [[Binding Wounds (sage ability)]]
 
* [[Charging]]
 
* [[Charging]]
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* [[Close Drop (sage ability)]]
 
* [[Combat Hex]]
 
* [[Combat Hex]]
 
* [[Combat Round]]
 
* [[Combat Round]]
* [[Cover]]
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* [[Cover (defense)]]
 
* [[Critical Hits & Fumbles]]
 
* [[Critical Hits & Fumbles]]
 
* [[Damage (hit points)]]
 
* [[Damage (hit points)]]
 
* [[Drawing a Weapon while Moving]]
 
* [[Drawing a Weapon while Moving]]
* [[Dual Attackers]]
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* [[Dual Combatants (sage ability)]]
* [[Entangled & Snarled Weapons]]
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* [[Entangled and Snarled Weapons]]
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* [[Experience Level]]
 
* [[Experience (X.P.)]]
 
* [[Experience (X.P.)]]
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* [[Fighting Blind]]
 
* [[Fighting with Lance]]
 
* [[Fighting with Lance]]
* [[Grappling]]
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Grenade Missiles]]
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* [[Grenade-like Missiles]]
 
* [[Healing]]
 
* [[Healing]]
 
* [[Helpless Defenders]]
 
* [[Helpless Defenders]]
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* [[Incidental Damage]]
 
* [[Incidental Damage]]
 
* [[Initiative]]
 
* [[Initiative]]
* [[Injuries]]
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* [[Injury]]
* [[Line of Sight]]
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* [[Line-of-sight]]
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* [[Main-gauche (sage ability)]]
 
* [[Martial Spirit]]
 
* [[Martial Spirit]]
 
* [[Melee]]
 
* [[Melee]]
* [[Weapons List#Missile Ranges|Missile Ranges]]
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* [[Missile Weapons]]
 
* [[Morale]]
 
* [[Morale]]
 
* [[Movement (stride)]]
 
* [[Movement (stride)]]
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* [[Multiple Attacks]]
 
* [[Multiple Attacks]]
 
* [[Multiple Defenders in One Hex]]
 
* [[Multiple Defenders in One Hex]]
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* [[Naval Combat]]
 
* [[Necrotic Damage]]
 
* [[Necrotic Damage]]
 
* [[Negative Hit Points]]
 
* [[Negative Hit Points]]
* [[On Guard]]
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* [[On Guard (sage ability)]]
 
* [[Overbearing]]
 
* [[Overbearing]]
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* [[Phalanx (sage ability)]]
 
* [[Protective Cover]]
 
* [[Protective Cover]]
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* [[Puissance (sage study)]]
 
* [[Pummelling]]
 
* [[Pummelling]]
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* [[Reach]]
 
* [[Rear & Flank Attacks]]
 
* [[Rear & Flank Attacks]]
 
* [[Roll to Hit]]
 
* [[Roll to Hit]]
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* [[Saving Throws for Items]]
 
* [[Saving Throws for Items]]
 
* [[Shield (armour)]]
 
* [[Shield (armour)]]
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* [[Shield as a Weapon (sage ability)]]
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* [[Siege Engines]]
 
* [[Spear (weapon)]]
 
* [[Spear (weapon)]]
 
* [[Spellcasting]]
 
* [[Spellcasting]]
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* [[Strength (ability stat)]]
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* [[Strengthened Arm (sage ability)]]
 
* [[Stun Lock]]
 
* [[Stun Lock]]
 
* [[Submerged Combat]]
 
* [[Submerged Combat]]
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* [[Using Poisoned Weapons]]
 
* [[Using Poisoned Weapons]]
 
* [[Weapons List]]
 
* [[Weapons List]]
* [[Wounds]]
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* [[Weapon Proficiencies]]
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* [[Wound]]
 
</div>
 
</div>
  
[[Category: Lacks Image]]
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[[Category: Reviewed]]

Latest revision as of 16:01, 12 March 2025

Combat.jpg

Combat in this system serves as a structured method for resolving conflicts between opposing forces. While it incorporates elements of real-world combat, the primary focus is on playability, engagement and strategic depth rather than strict historical accuracy. Familiar aspects of armed conflict and tactics help ground the experience, allowing players to immerse themselves in a world where the fantastical is anchored in recognisable mechanics.

The system outlined here is a heavily modified evolution of the original AD&D combat model. While certain aspects of AD&D remain because they function effectively within this framework, the system does not adhere to AD&D as an ideal. Any mechanic, regardless of its origin, is subject to revision or replacement if a superior alternative is found. The objective is to craft a combat experience that is strategic, intense and emotionally compelling, ensuring that each encounter carries weight and consequence.

Though elements from various editions of D&D have influenced this system, it is largely original in design. It provides a structured yet flexible approach that rewards player creativity while maintaining balance. The goal is to create combat encounters that challenge players, forcing them to adapt, think critically and make meaningful decisions under pressure.

Combat is more than a routine exchange of attacks; it is a pivotal element of the game, shaping the narrative and the fate of characters. A well-designed encounter should evoke a balance of tension and exhilaration, where risk and reward are deeply felt. The threat of loss, whether through character death or lasting consequences, adds weight to each decision, ensuring that no battle feels inconsequential.

The unpredictability of combat fuels player investment, making every roll, manoeuver and tactical choice matter. At the same time, victory achieved through skillful play and teamwork provides a profound sense of accomplishment. Combat should never become a mechanical exercise but rather a moment where the stakes are tangible, the pressure is real and the outcome is uncertain until the final move is made.

Links

Below are a list of links describing concepts and elements related to this combat system.