Difference between revisions of "Combat"

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== Secondary Links ==
 
== Secondary Links ==
[[Ability Checks]] — [[Binding Wounds]] — [[Experience (X.P.)]] — [[Fight while Immersed]] — [[Fight while Unsteady]] — [[Illumination]] — [[Incidental Damage]] — [[Rouse Sleeping Creatures]] — [[Saving Throws for Items]] — [[Spear (weapon)]] — [[Submerged Combat]] — [[Swimming Combat]] — [[Throwing a Grapple]]
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[[Ability Checks]] — [[Bind Wounds]] — [[Experience (X.P.)]] — [[Fight while Immersed]] — [[Fight while Unsteady]] — [[Illumination]] — [[Incidental Damage]] — [[Rouse Sleeping Creatures]] — [[Saving Throws for Items]] — [[Spear (weapon)]] — [[Submerged Combat]] — [[Swimming Combat]] — [[Throwing a Grapple]]

Revision as of 01:29, 12 July 2020

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 design. An ongoing attempt is made to allow flexibility for the players to be innovative, while establishing strict boundaries surrounding what is physically and realistically possible. Combat 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.

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.

Primary Links

Action PointsArmour ClassArmour ListAttacking in CombatCombat HexCombat RoundDamage (hit points)Hit DiceHit PointsMeleeMovement in CombatRoll to HitSaving ThrowsSpellcastingStun LockWeapons List

Secondary Links

Ability ChecksBind WoundsExperience (X.P.)Fight while ImmersedFight while UnsteadyIlluminationIncidental DamageRouse Sleeping CreaturesSaving Throws for ItemsSpear (weapon)Submerged CombatSwimming CombatThrowing a Grapple