Difference between revisions of "Combat"

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[[File:Combat.jpg|right|560px|thumb]]
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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 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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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.
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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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== Links ==
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Below are a list of links describing concepts and elements related to this combat system.
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
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* [[Ability Checks]]
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* [[Acid-based Attacks]]
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* [[Action Points]]
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* [[Armour Class]]
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* [[Armour List]]
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* [[Attacking in Combat]]
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* [[Attack of Opportunity]]
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* [[Attacks with Two Weapons]]
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* [[Binding Wounds (sage ability)]]
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* [[Charging]]
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* [[Close Drop (sage ability)]]
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* [[Combat Hex]]
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* [[Combat Round]]
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* [[Cover (defense)]]
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* [[Critical Hits & Fumbles]]
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* [[Damage (hit points)]]
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* [[Drawing a Weapon while Moving]]
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* [[Dual Attackers (sage ability)]]
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* [[Entangled & Snarled Weapons]]
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* [[Experience Level]]
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* [[Experience (X.P.)]]
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* [[Fighting with Lance]]
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* [[Grappling (hand-to-hand)|Grappling]]
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* [[Grenade-like Missiles]]
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* [[Healing]]
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* [[Helpless Defenders]]
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* [[Hit Dice]]
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* [[Hit Points]]
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* [[Hit Points per Die]]
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* [[Hurled Weapons]]
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* [[Illumination]]
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* [[Immersion & Combat]]
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* [[Incidental Damage]]
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* [[Initiative]]
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* [[Injury]]
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* [[Line of Sight]]
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* [[Martial Spirit]]
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* [[Melee]]
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* [[Missile Weapons]]
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* [[Morale]]
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* [[Movement (stride)]]
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* [[Movement in Combat]]
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* [[Multiple Attacks]]
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* [[Multiple Defenders in One Hex]]
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* [[Naval Combat]]
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* [[Necrotic Damage]]
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* [[Negative Hit Points]]
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* [[On Guard (sage ability)]]
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* [[Overbearing]]
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* [[Protective Cover]]
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* [[Puissance (sage study)]]
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* [[Pummelling]]
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* [[Rear & Flank Attacks]]
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* [[Roll to Hit]]
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* [[Rouse Sleeping Creatures]]
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* [[Saving Throws]]
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* [[Saving Throws for Items]]
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* [[Shield (armour)]]
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* [[Shield as a Weapon (sage ability)]]
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* [[Siege Engines]]
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* [[Spear (weapon)]]
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* [[Spellcasting]]
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* [[Strength (ability stat)]]
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* [[Strengthened Arm (sage ability)]]
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* [[Stun Lock]]
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* [[Submerged Combat]]
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* [[Surprise (combat)|Surprise]]
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* [[Swimming & Combat]]
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* [[THAC0]]
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* [[Throwing a Grapple]]
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* [[Turn-based Combat]]
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* [[Unsteadiness & Combat]]
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* [[Using Found Objects as Weapons]]
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* [[Using Poisoned Weapons]]
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* [[Weapons List]]
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* [[Weapon Proficiencies]]
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* [[Wounds]]
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</div>
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[[Category: Don't Review until 2024]]

Revision as of 00:47, 19 July 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.