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 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. | '''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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Revision as of 02:47, 2 October 2021
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.
Links
Below are a list of links describing concepts and elements related to this combat system.
- Ability Checks
- Acidic Attacks
- Action Points
- Armour Class
- Armour List
- Attacking in Combat
- Attack of Opportunity
- Attacks with Two Weapons
- Binding Wounds (sage ability)
- Charging
- Combat Hex
- Combat Round
- Cover
- Critical Hits & Fumbles
- Damage (hit points)
- Drawing a Weapon while Moving
- Dual Attackers
- Entangled & Snarled Weapons
- Experience (X.P.)
- Fighting with Lance
- Grappling
- Grenade Missiles
- Healing
- Helpless Defenders
- Hit Dice
- Hit Points
- Hit Points per Die
- Hurled Weapons
- Illumination
- Immersion & Combat
- Incidental Damage
- Initiative
- Injuries
- Line of Sight
- Martial Spirit
- Melee
- Missile Ranges
- Morale
- Movement (stride)
- Movement in Combat
- Multiple Attacks
- Multiple Defenders in One Hex
- Necrotic Damage
- Negative Hit Points
- On Guard
- Overbearing
- Protective Cover
- Pummelling
- Rear & Flank Attacks
- Roll to Hit
- Rouse Sleeping Creatures
- Saving Throws
- Saving Throws for Items
- Shield (armour)
- Spear (weapon)
- Spellcasting
- 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
- Wounds