Difference between revisions of "Combat"

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The combat rules included in this wiki do not attempt to simulate actual warfare between real combatants, but to provide exciting, strategic gameplay that pits the collaborative efforts of a D&D party against monsters and other enemiesThe game requires that this include the effects of chosen actions, use of weapons, armor, physical prowess, sage abilities, tactics, strategy and much, much more.  The system does not, however, delve into hit location or distinctive styles of thrust or parry, but attempts to maintain an ease of resolution which becomes much easier with practice and familiarity, both for the DM and the players.
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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.