Difference between revisions of "Combat"

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The combat rules outlined below makes no 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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* [[Acid Attack]]<br>
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<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5">
* [[Action Points]]<br>
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* [[Ability Checks]]
* [[Armour Class]]<br>
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* [[Acid-based Attacks]]
* [[Armour List]]<br>
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* [[Action Points]]
* [[Attacking in Combat]]<br>
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* [[Armour Class]]
* [[Attack of Opportunity]]<br>
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* [[Armour List]]
* [[Attacks with Two Weapons]]<br>
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* [[Attacking in Combat]]
* [[Binding Wounds (sage ability)]]<br>
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* [[Attack of Opportunity]]
* [[Charging]]<br>
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* [[Attacks with Two Weapons]]
* [[Combat Hex]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Combat Round]]<br>
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* [[Charging]]
* [[Cover]]<br>
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* [[Close Drop (sage ability)]]
* [[Critical Hits & Fumbles]]<br>
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* [[Combat Hex]]
* [[Damage (hit points)]]<br>
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* [[Combat Round]]
* [[Drawing a Weapon while Moving]]<br>
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* [[Cover (defense)]]
* [[Dual Attackers]]<br>
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* [[Critical Hits & Fumbles]]
* [[Entangled & Snarled Weapons]]<br>
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* [[Damage (hit points)]]
* [[Experience (X.P.)]]<br>
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* [[Drawing a Weapon while Moving]]
* [[Fighting with Lance]]<br>
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* [[Dual Combatants (sage ability)]]
* [[Grappling]]<br>
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* [[Entangled and Snarled Weapons]]
* [[Grenade Missiles]]<br>
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* [[Experience Level]]
* [[Healing]]<br>
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* [[Experience (X.P.)]]
* [[Helpless Defenders]]<br>
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* [[Fighting Blind]]
* [[Hit Dice]]<br>
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* [[Fighting with Lance]]
* [[Hit Points]]<br>
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Hit Points per Die]]<br>
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* [[Grenade-like Missiles]]
* [[Illumination]]<br>
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* [[Healing]]
* [[Immersion & Combat]]<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 Spirit]]<br>
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* [[Illumination]]
* [[Melee]]<br>
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* [[Immersion & Combat]]
* [[Weapons List#Missile Ranges|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)]]
* [[Protective Cover]]<br>
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* [[Movement in Combat]]
* [[Pummelling]]<br>
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* [[Multiple Attacks]]
* [[Rear & Flank Attacks]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Roll to Hit]]<br>
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* [[Naval Combat]]
* [[Rouse Sleeping Creatures]]<br>
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* [[Necrotic Damage]]
* [[Saving Throws]]<br>
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* [[Negative Hit Points]]
* [[Saving Throws for Items]]<br>
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* [[On Guard (sage ability)]]
* [[Shield (armour)]]<br>
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* [[Overbearing]]
* [[Spear (weapon)]]<br>
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* [[Phalanx (sage ability)]]
* [[Spellcasting]]<br>
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* [[Protective Cover]]
* [[Stun Lock]]<br>
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* [[Puissance (sage study)]]
* [[Submerged Combat]]<br>
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* [[Pummelling]]
* [[Surprise (combat)|Surprise]]<br>
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* [[Reach]]
* [[Swimming & Combat]]<br>
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* [[Rear & Flank Attacks]]
* [[THAC0]]<br>
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* [[Roll to Hit]]
* [[Throwing a Grapple]]<br>
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* [[Rouse Sleeping Creatures]]
* [[Turn-based Combat]]<br>
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* [[Saving Throws]]
* [[Unsteadiness & Combat]]<br>
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* [[Saving Throws for Items]]
* [[Using Found Objects as Weapons]]<br>
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* [[Shield (armour)]]
* [[Using Poisoned Weapons]]<br>
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* [[Shield as a Weapon (sage ability)]]
* [[Weapons List]]<br>
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* [[Siege Engines]]
* [[Wounds]]<br>
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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.