Difference between revisions of "Combat"

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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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* [[Dual Attackers]]
 
* [[Dual Attackers]]
 
* [[Entangled & Snarled Weapons]]
 
* [[Entangled & Snarled Weapons]]
 +
* [[Experience Level]]
 
* [[Experience (X.P.)]]
 
* [[Experience (X.P.)]]
 
* [[Fighting with Lance]]
 
* [[Fighting with Lance]]
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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]]
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* [[Overbearing]]
 
* [[Overbearing]]
 
* [[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>

Revision as of 18:03, 10 May 2022

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.