This is the usual loosing of arrows and bolts, hurling of axes, hammers, javelins, darts, etc. It also includes the hurling of rocks by giants, manticore tail spike throwing, and so on.
It can occur simultaneously with magical device attacks, spell casting, or turning of undead.
Likewise, discharge of missiles into an existing melee is easily handled.
It is permissible, of course, and the results might not be too incompatible with the desires of the discharging party. Assign probabilities to each participant in the melee or target group according to sheer numbers. In the case of participants of varying size use half value for size "S", normal value for size "M", and one and one-half value for size "L" creatures which are not too much larger than man-size. Total the values for each group and ratio one over the other.
If side A has 4 man-sized participants, and side B has 3 smaller than man-sized participants and 1 size "L" bugbear, the ratio is 4:3. Then, according to the direction of the missile discharge, determine hits by using the same ratio. If 7 missiles were loosed, 4 would have a chance to hit side A, 3 side B. In cases where the ratio does not match the number of missiles, convert it to a percentage chance: 1/7 = 14% or 15%, depending on whether the missiles are coming from ahead of side A (14%) or from behind (15%). Thus 4/7 = 56% or 60% chance per missile that it will hit side A. The minor difference represents the fact that there will be considerable shifting and maneuvering during combat which will tend to expose both opponents to fire on a near equal basis. Such missiles must then be assigned (by situation or by random determination) to target creatures, a "to hit" determination made, and damage assessed for those which do hit.
Large missiles will be treated in the same fashion.
If one opponent group is significantly larger than the other, accurate missiles which have a small area of effect can be directed at the larger opponent group with great hope of success. You may assign a minor chance of the missile striking a friend if you wish, but this writer, for instance, always allows archery hits to hit a giant or a similar creature engaged against a human or smaller opponent.
The Dexterity Attacking Adjustment is for missile firing considerations when initiative is considered. It adjusts the initiative die roll for the concerned individual only. Thus, it may well allow the concerned individual to discharge a missile prior to the opponent’s attack even though the opponent has gained the initiative otherwise or vice versa.
More important, this factor also gives the individual a "to hit" penalty or bonus when discharging a missile at an opponent.
Missiles from giants are approximately 1 ft. in diameter, as are those from small catapults. Those from large catapults (and trebuchets) are approximately 2 ft. in diameter.
When giants hurl boulders or any of the various siege machines (ballistae, catapults, etc.) fire missiles, target characters do not gain Dexterity bonus considerations to armor class when ”to hit” computations are made.
Consider this as follows:
Character A has an armor class rating of -2, but as Dexterity accounts for 2 of these factors AC rating drops to 0 if a giant is hurling rocks at the character or if some machine is discharging missiles at him or her.
Magical device and spell attacks can negate the effects of or damage some missiles, i.e., arrows fired off simultaneously with the discharge of a fireball spell, or a javelin hurled into an ice storm, or a dwarven hammer tossed at ar opponent struck by a fireball or lightning bolt. As referee you will have to determine the final results according to circumstances. This is not difficult using the ITEM SAVING THROW table.
The Strength bonus for hitting and damage does not apply to missiles unless the character so entitled specifically takes steps to equip himself or herself with special weapons to take advantage of the additional Strength. This will result in the weapon having an additional chance to hit and do the additional damage as well.
In no event will it add to the effective range of the character's weapon.
Thus, the character will employ a heavier missile or a more powerful bow and heavier arrows or larger sling missiles to gain the advantage of Strength. To do so, he or she must obtain the special weapon or weapons, and this is within the realm of your adjudication as DM as to where and how it will be obtained, and how much cost will be involved.
Adjust the armor class of the target creature as follows if cover (hard substances which protect) or concealment (soft substances which screen) exists:
25% is cover or concealment to the knees, or part of the left or right side of the body screened; it might also be a target which is seen for only three quarters of a round. Men on a walled parapet would typically be 25% covered.
50% cover or concealment equals protection or screening to the waist, half of one side of the body, or being seen for only half the round. Figures in thick brush would be at least 50% concealed; men on a castle wall with embrasures and merlons would be at least 50% covered.
Shuttered embrasures and narrow windows would provide 75% cover, while arrow slits offer 90% cover.
Effect Of Cover On Spells and Spell-like powers [ie. Area Effects]. Hard cover will increase chances for saving throws as noted. Cover equal to 90% (or better) will also give the target creatures the benefit of no damage whatsoever if the appropriate saving throw is successful.