Difference between revisions of "Combat"

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== Primary Links ==
 
== Primary Links ==
[[Action Points]]<br>
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
[[Armour Class]]<br>
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* [[Action Points]]<br>
[[Armour List]]<br>
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* [[Armour Class]]<br>
[[Attacking in Combat]]<br>
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* [[Armour List]]<br>
[[Combat Hex]]<br>
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* [[Attacking in Combat]]<br>
[[Combat Round]]<br>
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* [[Combat Hex]]<br>
[[Damage (hit points)]]<br>
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* [[Combat Round]]<br>
[[Hit Dice]]<br>
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* [[Damage (hit points)]]<br>
[[Hit Points]]<br>
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* [[Hit Dice]]<br>
[[Melee]]<br>
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* [[Hit Points]]<br>
[[Movement in Combat]]<br>
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* [[Melee]]<br>
[[Roll to Hit]]<br>
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* [[Movement in Combat]]<br>
[[Saving Throws]]<br>
+
* [[Roll to Hit]]<br>
[[Spellcasting]]<br>
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* [[Saving Throws]]<br>
[[Stun Lock]]<br>
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* [[Spellcasting]]<br>
[[Weapons List]]<br>
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* [[Stun Lock]]<br>
 +
* [[Weapons List]]<br>
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</div>
  
 
== Secondary Links ==
 
== Secondary Links ==

Revision as of 03:33, 15 July 2020

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.

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.

Primary Links

Secondary Links

Ability Checks
Binding Wounds (sage ability)
Experience (X.P.)
Fight while Immersed
Fight while Unsteady
Illumination
Incidental Damage
Rouse Sleeping Creatures
Saving Throws for Items
Spear (weapon)
Submerged Combat
Swimming Combat
Throwing a Grapple