Difference between revisions of "Combat"

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[[File:Combat.jpg|right|525px|thumb]]
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[[File:Combat.jpg|right|560px|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''' 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 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 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.
 
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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<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">
 
* [[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]]
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* [[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.)]]
 
* [[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]]
 
* [[Rear & Flank Attacks]]
 
* [[Rear & Flank Attacks]]
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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)]]
 +
* [[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]]
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* [[Weapon Proficiencies]]
 
* [[Wounds]]
 
* [[Wounds]]
 
</div>
 
</div>
  
[[Category: Lacks Image]]
 
  
[[Category: Don't Review until 2022]]
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[[Category: Don't Review until 2024]]

Latest revision as of 02:46, 25 October 2023

Combat.jpg

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.