Difference between revisions of "Combat"

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[[File:Combat.jpg|right|455px|thumb]]
 
[[File:Combat.jpg|right|455px|thumb]]
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 designAn ongoing attempt is made to allow flexibility for the players to be innovative, while establishing strict boundaries surrounding what is physically and realistically possibleCombat 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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'''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 playabilityThat 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.
  
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 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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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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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.
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Below are a list of links describing concepts and elements related to this combat system.
 
== Links ==
 
== Links ==
 
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Revision as of 02:46, 2 October 2021

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 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.

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.

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.

Below are a list of links describing concepts and elements related to this combat system.

Links