Combat
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 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.
Links
- Ability Checks
- Acid Attack
- 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.)
- Experience Shares
- Fighting with Lance
- Grappling
- Grenade Missiles
- Healing
- Helpless Defenders
- Hit Dice
- Hit Points
- Hit Points per Die
- 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