Difference between revisions of "Combat"

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The combat rules outlined below make not attempt to simulate actual fighting styles or effects. There are modifications that are made to the original AD&D model, with elements of 3rd edition, but the tactical rules included are of my own design.  An ongoing attempt is made to allow flexibility for the players to be innovative, while establishing strict boundaries surrounding what is physically and realistically possible. Combat is essential to a good D&D game, and the process of combat should evoke excitement and fear, with the occurrence of defeat as well as triumph.
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[[File:Combat.jpg|right|525px|thumb]]
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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.
  
Listed below are links describing the many concepts and elements that relate to my combat system. Primary links include the main features of the system, while secondary links describe minor details.
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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.
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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.
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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.
  
 
== Links ==
 
== Links ==
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
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Below are a list of links describing concepts and elements related to this combat system.
* [[Ability Checks]]<br>
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* [[Action Points]]<br>
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<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
* [[Armour Class]]<br>
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* [[Ability Checks]]
* [[Armour List]]<br>
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* [[Acid-based Attacks]]
* [[Attacking in Combat]]<br>
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* [[Action Points]]
* [[Attack of Opportunity]]<br>
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* [[Armour Class]]
* [[Attacks with Two Weapons]]<br>
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* [[Armour List]]
* [[Binding Wounds (sage ability)]]<br>
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* [[Attacking in Combat]]
* [[Charging]]<br>
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* [[Attack of Opportunity]]
* [[Combat Hex]]<br>
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* [[Attacks with Two Weapons]]
* [[Combat Round]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Cover]]<br>
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* [[Charging]]
* [[Critical Hits & Fumbles]]<br>
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* [[Close Drop (sage ability)]]
* [[Damage (hit points)]]<br>
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* [[Combat Hex]]
* [[Drawing a Weapon while Moving]]<br>
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* [[Combat Round]]
* [[Dual Attackers]]<br>
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* [[Cover (defense)]]
* [[Entangled & Snarled Weapons]]<br>
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* [[Critical Hits & Fumbles]]
* [[Experience (X.P.)]]<br>
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* [[Damage (hit points)]]
* [[Experience Shares]]<br>
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* [[Drawing a Weapon while Moving]]
* [[Fight while Immersed]]<br>
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* [[Dual Combatants (sage ability)]]
* [[Fight while Unsteady]]<br>
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* [[Entangled and Snarled Weapons]]
* [[Grappling]]<br>
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* [[Experience Level]]
* [[Grenade Missiles]]<br>
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* [[Experience (X.P.)]]
* [[Healing]]<br>
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* [[Fighting Blind]]
* [[Helpless Defenders]]<br>
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* [[Fighting with Lance]]
* [[Hit Dice]]<br>
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Hit Points]]<br>
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* [[Grenade-like Missiles]]
* [[Hit Points per Die]]<br>
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* [[Healing]]
* [[Illumination]]<br>
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* [[Helpless Defenders]]
* [[Incidental Damage]]<br>
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* [[Hit Dice]]
* [[Initiative]]<br>
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* [[Hit Points]]
* [[Injuries]]<br>
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* [[Hit Points per Die]]
* [[Line of Sight]]<br>
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* [[Hurled Weapons]]
* [[Martial Music]]<br>
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* [[Illumination]]
* [[Melee]]<br>
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* [[Immersion & Combat]]
* [[Missile Ranges]]<br>
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* [[Incidental Damage]]
* [[Morale]]<br>
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* [[Initiative]]
* [[Movement (stride)]]<br>
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* [[Injury]]
* [[Movement in Combat]]<br>
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* [[Line-of-sight]]
* [[Multiple Attacks]]<br>
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* [[Main-gauche (sage ability)]]
* [[Multiple Defenders in One Hex]]<br>
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* [[Martial Spirit]]
* [[Necrotic Damage]]<br>
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* [[Melee]]
* [[Negative Hit Points]]<br>
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* [[Missile Weapons]]
* [[On Guard (sage ability)|On Guard]]<br>
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* [[Morale]]
* [[Overbearing]]<br>
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* [[Movement (stride)]]
* [[Pummelling]]<br>
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* [[Movement in Combat]]
* [[Rear & Flank Attacks]]<br>
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* [[Multiple Attacks]]
* [[Roll to Hit]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Rouse Sleeping Creatures]]<br>
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* [[Naval Combat]]
* [[Saving Throws]]<br>
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* [[Necrotic Damage]]
* [[Saving Throws for Items]]<br>
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* [[Negative Hit Points]]
* [[Shield (armour)]]<br>
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* [[On Guard (sage ability)]]
* [[Spear (weapon)]]<br>
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* [[Overbearing]]
* [[Spellcasting]]<br>
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* [[Phalanx (sage ability)]]
* [[Stun Lock]]<br>
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* [[Protective Cover]]
* [[Submerged Combat]]<br>
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* [[Puissance (sage study)]]
* [[Surprise]]<br>
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* [[Pummelling]]
* [[Swimming Combat]]<br>
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* [[Reach]]
* [[THAC0]]<br>
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* [[Rear & Flank Attacks]]
* [[Throwing a Grapple]]<br>
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* [[Roll to Hit]]
* [[Turn-based Combat]]<br>
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* [[Rouse Sleeping Creatures]]
* [[Using Found Objects as Weapons]]<br>
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* [[Saving Throws]]
* [[Using Poisoned Weapons]]<br>
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* [[Saving Throws for Items]]
* [[Weapons List]]<br>
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* [[Shield (armour)]]
* [[Wounds]]<br>
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* [[Shield as a Weapon (sage ability)]]
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* [[Siege Engines]]
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* [[Spear (weapon)]]
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* [[Spellcasting]]
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* [[Strength (ability stat)]]
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* [[Strengthened Arm (sage ability)]]
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* [[Stun Lock]]
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* [[Submerged Combat]]
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* [[Surprise (combat)|Surprise]]
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* [[Swimming & Combat]]
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* [[THAC0]]
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* [[Throwing a Grapple]]
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* [[Turn-based Combat]]
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* [[Unsteadiness & Combat]]
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* [[Using Found Objects as Weapons]]
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* [[Using Poisoned Weapons]]
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* [[Weapons List]]
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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.