Difference between revisions of "Combat"

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* [[Experience (X.P.)]]<br>
 
* [[Experience (X.P.)]]<br>
 
* [[Experience Shares]]<br>
 
* [[Experience Shares]]<br>
* [[Fight while Immersed]]<br>
 
* [[Fight while Unsteady]]<br>
 
 
* [[Grappling]]<br>
 
* [[Grappling]]<br>
 
* [[Grenade Missiles]]<br>
 
* [[Grenade Missiles]]<br>
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* [[Hit Points per Die]]<br>
 
* [[Hit Points per Die]]<br>
 
* [[Illumination]]<br>
 
* [[Illumination]]<br>
 +
* [[Immersion & Combat]]<br>
 
* [[Incidental Damage]]<br>
 
* [[Incidental Damage]]<br>
 
* [[Initiative]]<br>
 
* [[Initiative]]<br>
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* [[Throwing a Grapple]]<br>
 
* [[Throwing a Grapple]]<br>
 
* [[Turn-based Combat]]<br>
 
* [[Turn-based Combat]]<br>
 +
* [[Unsteadiness & Combat]]<br>
 
* [[Using Found Objects as Weapons]]<br>
 
* [[Using Found Objects as Weapons]]<br>
 
* [[Using Poisoned Weapons]]<br>
 
* [[Using Poisoned Weapons]]<br>

Revision as of 17:38, 26 August 2020

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 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.

Links