Difference between revisions of "Combat"

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* [[Damage (hit points)]]
 
* [[Damage (hit points)]]
 
* [[Drawing a Weapon while Moving]]
 
* [[Drawing a Weapon while Moving]]
* [[Dual Attackers]]
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* [[Dual Combatants (sage ability)]]
* [[Entangled & Snarled Weapons]]
+
* [[Entangled and Snarled Weapons]]
 
* [[Experience Level]]
 
* [[Experience Level]]
 
* [[Experience (X.P.)]]
 
* [[Experience (X.P.)]]
 
* [[Fighting with Lance]]
 
* [[Fighting with Lance]]
* [[Grappling]]
+
* [[Grappling (hand-to-hand)|Grappling]]
* [[Grenade Missiles]]
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* [[Grenade-like Missiles]]
 
* [[Healing]]
 
* [[Healing]]
 
* [[Helpless Defenders]]
 
* [[Helpless Defenders]]
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* [[Initiative]]
 
* [[Initiative]]
 
* [[Injury]]
 
* [[Injury]]
* [[Line of Sight]]
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* [[Line-of-sight]]
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* [[Main-gauche (sage ability)]]
 
* [[Martial Spirit]]
 
* [[Martial Spirit]]
 
* [[Melee]]
 
* [[Melee]]
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* [[On Guard (sage ability)]]
 
* [[On Guard (sage ability)]]
 
* [[Overbearing]]
 
* [[Overbearing]]
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* [[Phalanx (sage ability)]]
 
* [[Protective Cover]]
 
* [[Protective Cover]]
 
* [[Puissance (sage study)]]
 
* [[Puissance (sage study)]]

Latest revision as of 02:46, 25 October 2023

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.