Difference between revisions of "Combat"
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− | [[File:Combat.jpg|right| | + | [[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 | + | '''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 | + | 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]] | ||
− | * [[ | + | * [[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]] | ||
+ | * [[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 | + | * [[Dual Combatants (sage ability)]] |
− | * [[Entangled | + | * [[Entangled and Snarled Weapons]] |
+ | * [[Experience Level]] | ||
* [[Experience (X.P.)]] | * [[Experience (X.P.)]] | ||
* [[Fighting with Lance]] | * [[Fighting with Lance]] | ||
− | * [[Grappling]] | + | * [[Grappling (hand-to-hand)|Grappling]] |
− | * [[Grenade Missiles]] | + | * [[Grenade-like Missiles]] |
* [[Healing]] | * [[Healing]] | ||
* [[Helpless Defenders]] | * [[Helpless Defenders]] | ||
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* [[Incidental Damage]] | * [[Incidental Damage]] | ||
* [[Initiative]] | * [[Initiative]] | ||
− | * [[ | + | * [[Injury]] |
− | * [[Line of | + | * [[Line-of-sight]] |
+ | * [[Main-gauche (sage ability)]] | ||
* [[Martial Spirit]] | * [[Martial Spirit]] | ||
* [[Melee]] | * [[Melee]] | ||
− | * [[Weapons | + | * [[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]] | ||
+ | * [[Naval Combat]] | ||
* [[Necrotic Damage]] | * [[Necrotic Damage]] | ||
* [[Negative Hit Points]] | * [[Negative Hit Points]] | ||
− | * [[On Guard]] | + | * [[On Guard (sage ability)]] |
* [[Overbearing]] | * [[Overbearing]] | ||
+ | * [[Phalanx (sage ability)]] | ||
* [[Protective Cover]] | * [[Protective Cover]] | ||
+ | * [[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)]] | ||
+ | * [[Shield as a Weapon (sage ability)]] | ||
+ | * [[Siege Engines]] | ||
* [[Spear (weapon)]] | * [[Spear (weapon)]] | ||
* [[Spellcasting]] | * [[Spellcasting]] | ||
+ | * [[Strength (ability stat)]] | ||
+ | * [[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]] | ||
+ | * [[Weapon Proficiencies]] | ||
* [[Wounds]] | * [[Wounds]] | ||
</div> | </div> | ||
− | |||
− | [[Category: Don't Review until | + | [[Category: Don't Review until 2024]] |
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