Difference between revisions of "Combat"

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== Links ==
 
== Links ==
 
<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>
+
* [[Ability Checks]]
* [[Acidic Attack]]<br>
+
* [[Acidic Attack]]
* [[Action Points]]<br>
+
* [[Action Points]]
* [[Armour Class]]<br>
+
* [[Armour Class]]
* [[Armour List]]<br>
+
* [[Armour List]]
* [[Attacking in Combat]]<br>
+
* [[Attacking in Combat]]
* [[Attack of Opportunity]]<br>
+
* [[Attack of Opportunity]]
* [[Attacks with Two Weapons]]<br>
+
* [[Attacks with Two Weapons]]
* [[Binding Wounds (sage ability)]]<br>
+
* [[Binding Wounds (sage ability)]]
* [[Charging]]<br>
+
* [[Charging]]
* [[Combat Hex]]<br>
+
* [[Combat Hex]]
* [[Combat Round]]<br>
+
* [[Combat Round]]
* [[Cover]]<br>
+
* [[Cover]]
* [[Critical Hits & Fumbles]]<br>
+
* [[Critical Hits & Fumbles]]
* [[Damage (hit points)]]<br>
+
* [[Damage (hit points)]]
* [[Drawing a Weapon while Moving]]<br>
+
* [[Drawing a Weapon while Moving]]
* [[Dual Attackers]]<br>
+
* [[Dual Attackers]]
* [[Entangled & Snarled Weapons]]<br>
+
* [[Entangled & Snarled Weapons]]
* [[Experience (X.P.)]]<br>
+
* [[Experience (X.P.)]]
* [[Fighting with Lance]]<br>
+
* [[Fighting with Lance]]
* [[Grappling]]<br>
+
* [[Grappling]]
* [[Grenade Missiles]]<br>
+
* [[Grenade Missiles]]
* [[Healing]]<br>
+
* [[Healing]]
* [[Helpless Defenders]]<br>
+
* [[Helpless Defenders]]
* [[Hit Dice]]<br>
+
* [[Hit Dice]]
* [[Hit Points]]<br>
+
* [[Hit Points]]
* [[Hit Points per Die]]<br>
+
* [[Hit Points per Die]]
* [[Illumination]]<br>
+
* [[Hurled Weapons]]
* [[Immersion & Combat]]<br>
+
* [[Illumination]]
* [[Incidental Damage]]<br>
+
* [[Immersion & Combat]]
* [[Initiative]]<br>
+
* [[Incidental Damage]]
* [[Injuries]]<br>
+
* [[Initiative]]
* [[Line of Sight]]<br>
+
* [[Injuries]]
* [[Martial Spirit]]<br>
+
* [[Line of Sight]]
* [[Melee]]<br>
+
* [[Martial Spirit]]
* [[Weapons List#Missile Ranges|Missile Ranges]]<br>
+
* [[Melee]]
* [[Morale]]<br>
+
* [[Weapons List#Missile Ranges|Missile Ranges]]
* [[Movement (stride)]]<br>
+
* [[Morale]]
* [[Movement in Combat]]<br>
+
* [[Movement (stride)]]
* [[Multiple Attacks]]<br>
+
* [[Movement in Combat]]
* [[Multiple Defenders in One Hex]]<br>
+
* [[Multiple Attacks]]
* [[Necrotic Damage]]<br>
+
* [[Multiple Defenders in One Hex]]
* [[Negative Hit Points]]<br>
+
* [[Necrotic Damage]]
* [[On Guard]]<br>
+
* [[Negative Hit Points]]
* [[Overbearing]]<br>
+
* [[On Guard]]
* [[Protective Cover]]<br>
+
* [[Overbearing]]
* [[Pummelling]]<br>
+
* [[Protective Cover]]
* [[Rear & Flank Attacks]]<br>
+
* [[Pummelling]]
* [[Roll to Hit]]<br>
+
* [[Rear & Flank Attacks]]
* [[Rouse Sleeping Creatures]]<br>
+
* [[Roll to Hit]]
* [[Saving Throws]]<br>
+
* [[Rouse Sleeping Creatures]]
* [[Saving Throws for Items]]<br>
+
* [[Saving Throws]]
* [[Shield (armour)]]<br>
+
* [[Saving Throws for Items]]
* [[Spear (weapon)]]<br>
+
* [[Shield (armour)]]
* [[Spellcasting]]<br>
+
* [[Spear (weapon)]]
* [[Stun Lock]]<br>
+
* [[Spellcasting]]
* [[Submerged Combat]]<br>
+
* [[Stun Lock]]
* [[Surprise (combat)|Surprise]]<br>
+
* [[Submerged Combat]]
* [[Swimming & Combat]]<br>
+
* [[Surprise (combat)|Surprise]]
* [[THAC0]]<br>
+
* [[Swimming & Combat]]
* [[Throwing a Grapple]]<br>
+
* [[THAC0]]
* [[Turn-based Combat]]<br>
+
* [[Throwing a Grapple]]
* [[Unsteadiness & Combat]]<br>
+
* [[Turn-based Combat]]
* [[Using Found Objects as Weapons]]<br>
+
* [[Unsteadiness & Combat]]
* [[Using Poisoned Weapons]]<br>
+
* [[Using Found Objects as Weapons]]
* [[Weapons List]]<br>
+
* [[Using Poisoned Weapons]]
* [[Wounds]]<br>
+
* [[Weapons List]]
 +
* [[Wounds]]
 
</div>
 
</div>
  
 
[[Category: Lacks Image]]
 
[[Category: Lacks Image]]

Revision as of 18:30, 1 October 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