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.
  
 
== Links ==
 
== 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">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* [[Ability Checks]]<br>
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* [[Ability Checks]]
* [[Action Points]]<br>
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* [[Acid-based Attacks]]
* [[Armour Class]]<br>
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* [[Action Points]]
* [[Armour List]]<br>
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* [[Armour Class]]
* [[Attacking in Combat]]<br>
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* [[Armour List]]
* [[Attacks with Two Weapons]]<br>
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* [[Attacking in Combat]]
* [[Binding Wounds (sage ability)]]<br>
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* [[Attack of Opportunity]]
* [[Charging]]<br>
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* [[Attacks with Two Weapons]]
* [[Combat Hex]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Combat Round]]<br>
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* [[Charging]]
* [[Cover]]<br>
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* [[Close Drop (sage ability)]]
* [[Critical Hits & Fumbles]]<br>
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* [[Combat Hex]]
* [[Damage (hit points)]]<br>
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* [[Combat Round]]
* [[Drawing a Weapon while Moving]]<br>
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* [[Cover (defense)]]
* [[Dual Attackers]]<br>
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* [[Critical Hits & Fumbles]]
* [[Entangled & Snarled Weapons]]<br>
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* [[Damage (hit points)]]
* [[Experience (X.P.)]]<br>
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* [[Drawing a Weapon while Moving]]
* [[Experience Shares]]<br>
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* [[Dual Attackers (sage ability)]]
* [[Fight while Immersed]]<br>
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* [[Entangled & Snarled Weapons]]
* [[Fight while Unsteady]]<br>
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* [[Experience Level]]
* [[Grappling]]<br>
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* [[Experience (X.P.)]]
* [[Grenade Missiles]]<br>
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* [[Fighting with Lance]]
* [[Healing]]<br>
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Helpless Defenders]]<br>
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* [[Grenade-like Missiles]]
* [[Hit Dice]]<br>
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* [[Healing]]
* [[Hit Points]]<br>
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* [[Helpless Defenders]]
* [[Hit Points per Die]]<br>
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* [[Hit Dice]]
* [[Illumination]]<br>
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* [[Hit Points]]
* [[Incidental Damage]]<br>
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* [[Hit Points per Die]]
* [[Initiative]]<br>
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* [[Hurled Weapons]]
* [[Injuries]]<br>
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* [[Illumination]]
* [[Line of Sight]]<br>
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* [[Immersion & Combat]]
* [[Martial Music]]<br>
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* [[Incidental Damage]]
* [[Melee]]<br>
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* [[Initiative]]
* [[Missile Ranges]]<br>
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* [[Injury]]
* [[Morale]]<br>
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* [[Line of Sight]]
* [[Movement (stride)]]<br>
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* [[Martial Spirit]]
* [[Movement in Combat]]<br>
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* [[Melee]]
* [[Multiple Attacks]]<br>
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* [[Missile Weapons]]
* [[Multiple Defenders in One Hex]]<br>
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* [[Morale]]
* [[Necrotic Damage]]<br>
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* [[Movement (stride)]]
* [[Negative Hit Points]]<br>
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* [[Movement in Combat]]
* [[On Guard (sage ability)|On Guard]]<br>
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* [[Multiple Attacks]]
* [[Overbearing]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Pummelling]]<br>
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* [[Naval Combat]]
* [[Rear & Flank Attacks]]<br>
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* [[Necrotic Damage]]
* [[Roll to Hit]]<br>
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* [[Negative Hit Points]]
* [[Rouse Sleeping Creatures]]<br>
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* [[On Guard (sage ability)]]
* [[Saving Throws]]<br>
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* [[Overbearing]]
* [[Saving Throws for Items]]<br>
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* [[Protective Cover]]
* [[Shield (armour)]]<br>
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* [[Puissance (sage study)]]
* [[Spear (weapon)]]<br>
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* [[Pummelling]]
* [[Spellcasting]]<br>
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* [[Rear & Flank Attacks]]
* [[Stun Lock]]<br>
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* [[Roll to Hit]]
* [[Submerged Combat]]<br>
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* [[Rouse Sleeping Creatures]]
* [[Surprise]]<br>
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* [[Saving Throws]]
* [[Swimming Combat]]<br>
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* [[Saving Throws for Items]]
* [[THAC0]]<br>
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* [[Shield (armour)]]
* [[Throwing a Grapple]]<br>
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* [[Shield as a Weapon (sage ability)]]
* [[Turn-based Combat]]<br>
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* [[Siege Engines]]
* [[Using Found Objects as Weapons]]<br>
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* [[Spear (weapon)]]
* [[Using Poisoned Weapons]]<br>
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* [[Spellcasting]]
* [[Weapons List]]<br>
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* [[Strength (ability stat)]]
* [[Wounds]]<br>
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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>
  
[[Category: Lacks Image]]
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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.