Difference between revisions of "Combat"
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+ | '''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 reflect circumstances in the real world — and this, too, is an important part of the game, since these touchstones encourage immersion for the players. | ||
− | + | 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 dropped 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. | |
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | == Links == | ||
+ | Below are a list of links describing concepts and elements related to this combat system. | ||
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | ||
− | * [[Action Points]] | + | * [[Ability Checks]] |
− | * [[Armour Class]] | + | * [[Acid-based Attacks]] |
− | * [[Armour List]] | + | * [[Action Points]] |
− | * [[Attacking in Combat]] | + | * [[Armour Class]] |
− | * [[Combat Hex]] | + | * [[Armour List]] |
− | * [[Combat Round]] | + | * [[Attacking in Combat]] |
− | * [[Damage (hit points)]] | + | * [[Attack of Opportunity]] |
− | * [[Hit Dice]] | + | * [[Attacks with Two Weapons]] |
− | * [[Hit Points]] | + | * [[Binding Wounds (sage ability)]] |
− | * [[Melee]] | + | * [[Charging]] |
− | * [[Movement in Combat]] | + | * [[Close Drop (sage ability)]] |
− | * [[Roll to Hit]] | + | * [[Combat Hex]] |
− | * [[Saving Throws]] | + | * [[Combat Round]] |
− | * [[Spellcasting]] | + | * [[Cover (defense)]] |
− | * [[Stun Lock]] | + | * [[Critical Hits & Fumbles]] |
− | * [[Weapons List]] | + | * [[Damage (hit points)]] |
+ | * [[Drawing a Weapon while Moving]] | ||
+ | * [[Dual Combatants (sage ability)]] | ||
+ | * [[Entangled and Snarled Weapons]] | ||
+ | * [[Experience Level]] | ||
+ | * [[Experience (X.P.)]] | ||
+ | * [[Fighting with Lance]] | ||
+ | * [[Grappling (hand-to-hand)|Grappling]] | ||
+ | * [[Grenade-like Missiles]] | ||
+ | * [[Healing]] | ||
+ | * [[Helpless Defenders]] | ||
+ | * [[Hit Dice]] | ||
+ | * [[Hit Points]] | ||
+ | * [[Hit Points per Die]] | ||
+ | * [[Hurled Weapons]] | ||
+ | * [[Illumination]] | ||
+ | * [[Immersion & Combat]] | ||
+ | * [[Incidental Damage]] | ||
+ | * [[Initiative]] | ||
+ | * [[Injury]] | ||
+ | * [[Line-of-sight]] | ||
+ | * [[Main-gauche (sage ability)]] | ||
+ | * [[Martial Spirit]] | ||
+ | * [[Melee]] | ||
+ | * [[Missile Weapons]] | ||
+ | * [[Morale]] | ||
+ | * [[Movement (stride)]] | ||
+ | * [[Movement in Combat]] | ||
+ | * [[Multiple Attacks]] | ||
+ | * [[Multiple Defenders in One Hex]] | ||
+ | * [[Naval Combat]] | ||
+ | * [[Necrotic Damage]] | ||
+ | * [[Negative Hit Points]] | ||
+ | * [[On Guard (sage ability)]] | ||
+ | * [[Overbearing]] | ||
+ | * [[Phalanx (sage ability)]] | ||
+ | * [[Protective Cover]] | ||
+ | * [[Puissance (sage study)]] | ||
+ | * [[Pummelling]] | ||
+ | * [[Rear & Flank Attacks]] | ||
+ | * [[Roll to Hit]] | ||
+ | * [[Rouse Sleeping Creatures]] | ||
+ | * [[Saving Throws]] | ||
+ | * [[Saving Throws for Items]] | ||
+ | * [[Shield (armour)]] | ||
+ | * [[Shield as a Weapon (sage ability)]] | ||
+ | * [[Siege Engines]] | ||
+ | * [[Spear (weapon)]] | ||
+ | * [[Spellcasting]] | ||
+ | * [[Strength (ability stat)]] | ||
+ | * [[Strengthened Arm (sage ability)]] | ||
+ | * [[Stun Lock]] | ||
+ | * [[Submerged Combat]] | ||
+ | * [[Surprise (combat)|Surprise]] | ||
+ | * [[Swimming & Combat]] | ||
+ | * [[THAC0]] | ||
+ | * [[Throwing a Grapple]] | ||
+ | * [[Turn-based Combat]] | ||
+ | * [[Unsteadiness & Combat]] | ||
+ | * [[Using Found Objects as Weapons]] | ||
+ | * [[Using Poisoned Weapons]] | ||
+ | * [[Weapons List]] | ||
+ | * [[Weapon Proficiencies]] | ||
+ | * [[Wounds]] | ||
</div> | </div> | ||
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Latest revision as of 02:46, 25 October 2023
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 reflect circumstances in the real world — and this, too, is an important part of the game, since these touchstones encourage immersion for the players.
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 dropped 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.
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.
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.
Links
Below are a list of links describing concepts and elements related to this combat system.
- Ability Checks
- Acid-based Attacks
- Action Points
- Armour Class
- Armour List
- Attacking in Combat
- Attack of Opportunity
- Attacks with Two Weapons
- Binding Wounds (sage ability)
- Charging
- Close Drop (sage ability)
- Combat Hex
- Combat Round
- Cover (defense)
- Critical Hits & Fumbles
- Damage (hit points)
- Drawing a Weapon while Moving
- Dual Combatants (sage ability)
- Entangled and Snarled Weapons
- Experience Level
- Experience (X.P.)
- Fighting with Lance
- Grappling
- Grenade-like Missiles
- Healing
- Helpless Defenders
- Hit Dice
- Hit Points
- Hit Points per Die
- Hurled Weapons
- Illumination
- Immersion & Combat
- Incidental Damage
- Initiative
- Injury
- Line-of-sight
- Main-gauche (sage ability)
- Martial Spirit
- Melee
- Missile Weapons
- Morale
- Movement (stride)
- Movement in Combat
- Multiple Attacks
- Multiple Defenders in One Hex
- Naval Combat
- Necrotic Damage
- Negative Hit Points
- On Guard (sage ability)
- Overbearing
- Phalanx (sage ability)
- Protective Cover
- Puissance (sage study)
- Pummelling
- Rear & Flank Attacks
- Roll to Hit
- Rouse Sleeping Creatures
- Saving Throws
- Saving Throws for Items
- Shield (armour)
- Shield as a Weapon (sage ability)
- Siege Engines
- Spear (weapon)
- Spellcasting
- Strength (ability stat)
- Strengthened Arm (sage ability)
- Stun Lock
- Submerged Combat
- Surprise
- Swimming & Combat
- THAC0
- Throwing a Grapple
- Turn-based Combat
- Unsteadiness & Combat
- Using Found Objects as Weapons
- Using Poisoned Weapons
- Weapons List
- Weapon Proficiencies
- Wounds