Difference between revisions of "Combat"

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The combat rules outlined below make not 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 designAn ongoing attempt is made to allow flexibility for the players to be innovative, while establishing strict boundaries surrounding what is physically and realistically possibleCombat 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.
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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 playabilityThat 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.
  
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.
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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 designI 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.
  
== Primary Links ==
 
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* [[Action Points]]<br>
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* [[Ability Checks]]
* [[Armour Class]]<br>
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* [[Acid-based Attacks]]
* [[Armour List]]<br>
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* [[Action Points]]
* [[Attacking in Combat]]<br>
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* [[Armour Class]]
* [[Combat Hex]]<br>
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* [[Armour List]]
* [[Combat Round]]<br>
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* [[Attacking in Combat]]
* [[Damage (hit points)]]<br>
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* [[Attack of Opportunity]]
* [[Hit Dice]]<br>
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* [[Attacks with Two Weapons]]
* [[Hit Points]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Melee]]<br>
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* [[Charging]]
* [[Movement in Combat]]<br>
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* [[Close Drop (sage ability)]]
* [[Roll to Hit]]<br>
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* [[Combat Hex]]
* [[Saving Throws]]<br>
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* [[Combat Round]]
* [[Spellcasting]]<br>
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* [[Cover (defense)]]
* [[Stun Lock]]<br>
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* [[Critical Hits & Fumbles]]
* [[Weapons List]]<br>
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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]]
 
</div>
 
</div>
  
== Secondary Links ==
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[[Ability Checks]]<br>
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[[Category: Don't Review until 2024]]
[[Binding Wounds (sage ability)]]<br>
 
[[Experience (X.P.)]]<br>
 
[[Fight while Immersed]]<br>
 
[[Fight while Unsteady]]<br>
 
[[Illumination]]<br>
 
[[Incidental Damage]]<br>
 
[[Rouse Sleeping Creatures]]<br>
 
[[Saving Throws for Items]]<br>
 
[[Spear (weapon)]]<br>
 
[[Submerged Combat]]<br>
 
[[Swimming Combat]]<br>
 
[[Throwing a Grapple]]
 

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.