Difference between revisions of "Combat"

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The combat rules outlined below makes no 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]]
* [[Acidic Attack]]<br>
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* [[Acid-based Attacks]]
* [[Action Points]]<br>
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* [[Action Points]]
* [[Armour Class]]<br>
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* [[Armour Class]]
* [[Armour List]]<br>
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* [[Armour List]]
* [[Attacking in Combat]]<br>
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* [[Attacking in Combat]]
* [[Attack of Opportunity]]<br>
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* [[Attack of Opportunity]]
* [[Attacks with Two Weapons]]<br>
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* [[Attacks with Two Weapons]]
* [[Binding Wounds (sage ability)]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Charging]]<br>
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* [[Charging]]
* [[Combat Hex]]<br>
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* [[Close Drop (sage ability)]]
* [[Combat Round]]<br>
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* [[Combat Hex]]
* [[Cover]]<br>
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* [[Combat Round]]
* [[Critical Hits & Fumbles]]<br>
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* [[Cover (defense)]]
* [[Damage (hit points)]]<br>
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* [[Critical Hits & Fumbles]]
* [[Drawing a Weapon while Moving]]<br>
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* [[Damage (hit points)]]
* [[Dual Attackers]]<br>
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* [[Drawing a Weapon while Moving]]
* [[Entangled & Snarled Weapons]]<br>
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* [[Dual Attackers (sage ability)]]
* [[Experience (X.P.)]]<br>
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* [[Entangled & Snarled Weapons]]
* [[Fighting with Lance]]<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]]
* [[Immersion & Combat]]<br>
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* [[Hit Points per Die]]
* [[Incidental Damage]]<br>
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* [[Hurled Weapons]]
* [[Initiative]]<br>
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* [[Illumination]]
* [[Injuries]]<br>
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* [[Immersion & Combat]]
* [[Line of Sight]]<br>
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* [[Incidental Damage]]
* [[Martial Spirit]]<br>
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* [[Initiative]]
* [[Melee]]<br>
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* [[Injury]]
* [[Weapons List#Missile Ranges|Missile Ranges]]<br>
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* [[Line of Sight]]
* [[Morale]]<br>
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* [[Martial Spirit]]
* [[Movement (stride)]]<br>
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* [[Melee]]
* [[Movement in Combat]]<br>
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* [[Missile Weapons]]
* [[Multiple Attacks]]<br>
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* [[Morale]]
* [[Multiple Defenders in One Hex]]<br>
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* [[Movement (stride)]]
* [[Necrotic Damage]]<br>
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* [[Movement in Combat]]
* [[Negative Hit Points]]<br>
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* [[Multiple Attacks]]
* [[On Guard]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Overbearing]]<br>
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* [[Naval Combat]]
* [[Protective Cover]]<br>
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* [[Necrotic Damage]]
* [[Pummelling]]<br>
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* [[Negative Hit Points]]
* [[Rear & Flank Attacks]]<br>
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* [[On Guard (sage ability)]]
* [[Roll to Hit]]<br>
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* [[Overbearing]]
* [[Rouse Sleeping Creatures]]<br>
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* [[Protective Cover]]
* [[Saving Throws]]<br>
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* [[Puissance (sage study)]]
* [[Saving Throws for Items]]<br>
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* [[Pummelling]]
* [[Shield (armour)]]<br>
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* [[Rear & Flank Attacks]]
* [[Spear (weapon)]]<br>
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* [[Roll to Hit]]
* [[Spellcasting]]<br>
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* [[Rouse Sleeping Creatures]]
* [[Stun Lock]]<br>
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* [[Saving Throws]]
* [[Submerged Combat]]<br>
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* [[Saving Throws for Items]]
* [[Surprise (combat)|Surprise]]<br>
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* [[Shield (armour)]]
* [[Swimming & Combat]]<br>
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* [[Shield as a Weapon (sage ability)]]
* [[THAC0]]<br>
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* [[Siege Engines]]
* [[Throwing a Grapple]]<br>
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* [[Spear (weapon)]]
* [[Turn-based Combat]]<br>
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* [[Spellcasting]]
* [[Unsteadiness & Combat]]<br>
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* [[Strength (ability stat)]]
* [[Using Found Objects as Weapons]]<br>
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* [[Strengthened Arm (sage ability)]]
* [[Using Poisoned Weapons]]<br>
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* [[Stun Lock]]
* [[Weapons List]]<br>
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* [[Submerged Combat]]
* [[Wounds]]<br>
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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.