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]]
* [[Acid 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 Combatants (sage ability)]]
* [[Experience (X.P.)]]<br>
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* [[Entangled and Snarled Weapons]]
* [[Experience Shares]]<br>
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* [[Experience Level]]
* [[Fight while Immersed]]<br>
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* [[Experience (X.P.)]]
* [[Fight while Unsteady]]<br>
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* [[Fighting with Lance]]
* [[Grappling]]<br>
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Grenade Missiles]]<br>
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* [[Grenade-like Missiles]]
* [[Healing]]<br>
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* [[Healing]]
* [[Helpless Defenders]]<br>
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* [[Helpless Defenders]]
* [[Hit Dice]]<br>
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* [[Hit Dice]]
* [[Hit Points]]<br>
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* [[Hit Points]]
* [[Hit Points per Die]]<br>
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* [[Hit Points per Die]]
* [[Illumination]]<br>
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* [[Hurled Weapons]]
* [[Incidental Damage]]<br>
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* [[Illumination]]
* [[Initiative]]<br>
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* [[Immersion & Combat]]
* [[Injuries]]<br>
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* [[Incidental Damage]]
* [[Line of Sight]]<br>
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* [[Initiative]]
* [[Martial Music]]<br>
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* [[Injury]]
* [[Melee]]<br>
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* [[Line-of-sight]]
* [[Missile Ranges]]<br>
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* [[Main-gauche (sage ability)]]
* [[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 (sage ability)|On Guard]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Overbearing]]<br>
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* [[Naval Combat]]
* [[Pummelling]]<br>
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* [[Necrotic Damage]]
* [[Rear & Flank Attacks]]<br>
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* [[Negative Hit Points]]
* [[Roll to Hit]]<br>
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* [[On Guard (sage ability)]]
* [[Rouse Sleeping Creatures]]<br>
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* [[Overbearing]]
* [[Saving Throws]]<br>
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* [[Phalanx (sage ability)]]
* [[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]]

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.