Combat

Step 0:  Surprise & Encounter Distance

When two groups that aren't mutually aware of the other group encounter each other, each member of those groups roll 1d10.  On a 1-3, they are surprised and lose DEX bonuses to AC until they act.  Characters that are not surprised get a free round to attack with only ranged or melee weapons, but not spells.  Surprise rolls are modified as per the following table:


Situation Modifier

Other party is:

Silenced       -2

Invisible       -2

Has a distinctive odor       +2

Every 10 members       +1

Camouflaged   -1 to -3

Party is:

Fleeing         -2

In poor light       -1

In darkness       -4

Panicked       -2

Anticipating attack¹       +2

Suspicious²        +2

Conditions are:

Rainy       -1

Heavy fog       -2

Extremely still       +2


¹ A party anticipates attack when they have good cause to suspect immediate danger and

know the likely general direction of an attack.

² A suspicious party is one that has grounds to believe another group might try to make a hostile move against them.


Once everybody in the participating groups has determined whether they're aware or surprised, the DM will roll on the following chart to determine encounter distance:


Situation     Range

Both groups surprised 5d4'

One group surprised 5d6'

No surprise   -

Smoke or heavy fog 5d8'

Dense forest/jungle       10d10'

Light forest/jungle       20d6'

Scrub/brush/bush       20d12'

Grassland       50d6'

Dungeon/night Vision distance/line of sight


Once surprise and encounter distance is determined, the DM sets up the battlefield.

Step 1:  NPC & Monster Action Determination

The DM secretly notes what actions that will be taken by all NPCs and monsters this round.  They can choose any appropriate action as listed below in Step 2.

Step 2:  Player Action Determination

Players declare the general action type from the below list that they will use this round:


• Attack • Light a torch Open a door • Pick up an item

• Cast a spell • Use magic item • Bind wounds • Drawing an item

• Drink a potion • Move • Search surroundings • Hammer a stake

Throw an item • Defend Guard • Stand up

• Turn undead • Hold action


One action from the below list can be done in addition to the above action:


• Ten seconds of sign language/speech/telepathy (timed using average speed from script-timer.com)

• Dropping a held item or backpack

• Change facing

• Withdraw from melee

Hold Action

Any character with an Intelligence score of four or higher can opt to hold their action.  Holding an action requires declaring such during Step 1:  Player Action Determination.  Held actions always take place last in the round.  If multiple actions were held, they occur in initiative order after all non-held actions are resolved.


If a character is holding an attack action, they get only one attack maximum, ignoring any other attacks they may be entitled to.

Step 3:  Roll Initiative

Each individual rolls a d10 for their initiative, modified as below:


Action Type Modifier

Attacking with a weapon   Weapon Speed

Breath weapon     +1

Casting a spell     Casting Time

Natural weapon attack       -

Size:  Tiny       0

Size:  Small     +2

Size:  Medium     +3

Size:  Large     +6

Size:  Huge     +9

Size:  Gargantuan     +12

Innate ability     +3

Magical item       -

Miscellaneous     +3

Potion     +4

Ring     +3

Rod     +1

  Scroll     Casting Time

Stave     +2

Wand     +3

 

Situation       Modifier

Hastened     -2

Slowed     +2

High ground     -1

Set vs. charge     -2

Slippery footing or shallow water     +2

Wading in deep water     +4

Unadapted environment     +6

Hindered (tangled, hanging, held, etc.)     +3


Combatants with multiple attacks use only one attack at their initiative.  After all participants have used their first action, combatants with multiple attacks do their second attack in the initial initiative order.  Repeat these steps until all attacks for the round are complete.

Step 4:  Action Resolution

Actions are resolved in order of lowest initiative to highest.  See below for the rules of various actions.


Characters with multiple attacks alternate initiative order until all their attacks are resolved.


After all actions have been resolved (including for characters with multiple attacks), return to Step 1.

Movement

If the attacker wins the contested Strength roll, the defender is knocked down.  If the      attacker misses the initial attack roll, they must roll Dexterity or fall down.  This attack is considered a charge.

Attacking

At the heart of the combat system is the attack roll. This is the die roll that determines whether an attack succeeds or fails.  Attack rolls are used for all attacks with swords, bows,  rocks, and other weapons, as well as blows from fists, tackling. and other hand-to-hand attacks. Attack rolls are also used to resolve a variety of potentially injury-causing actions that require accuracy (e.g., throwing a rock at a small target or tossing a sword to a party member in the middle of a fight).


When rolling to attack, players only need to say the AC they hit with the attack.  To calculate this value, players roll a d20 and look up the AC listed next to that number on their character sheet's THAC0 section.  For every positive bonus, move one step toward -10 AC (or beyond); for every negative penalty, move one step toward 10 AC (or beyond).


Unmodified attack rolls of 20 always hit; unmodified attack rolls of 1 always miss.  See also Attacking:  Critical Hits and Fumbles, below.


If the attack hits (and can cause damage), the attacker then rolls damage as appropriate.



Special Attacks

Target Size Knockdown Roll

  T 3

  S 5

      M 7

  L 9

  H       11

If the Overbear hits and the attacker(s) win the contested Strength roll, the target is knocked prone; the attacker(s) can choose to stay upright or be prone above the target.

Attempting to Overbear provokes an attack of opportunity.

If successful, the attacker can choose to make the target become prone or pull them 1" toward the attacker.

Unarmed Attacks

Pummeling:  Medium-sized creatures deal 1d3 nonlethal bludgeoning damage by default and provoke an Attack of Opportunity from armed opponents and monsters.

Wrestling:  wrestling requires at least two free grasping limbs to attempt and can be performed on creatures up to one size larger than the attacker.  Wrestling attacks ignore armor and magic can provide no more than a 1-point bonus to AC.  If the attack is successful, the attacker stacks on top of the defender.  If the wrestling attack is critical, a hold is established and deals 1d2 (plus Strength bonus) damage per round until broken.  If it is not critical, the attacker and defender roll a contested hit check vs. AC 10; the winner determines the result.  The following modifiers apply to the contested roll:

If the attacker fails to win the contested roll, the wrestling attempt fails and the attacker is moved back to where they were.  If the attacker succeeds, a hold is established and deals 1d2 (plus Strength bonus) damage per round.

On rounds where a hold is already established, the characters make a contested Strength roll on the faster character's initiative to determine if the hold is maintained or broken.  If the hold is maintained, the damage takes place at this point.  If the attacker rolls a natural one on the contested Strength roll, they can choose one of the following effects instead of the default damage:

Attempting a Wrestling attack provokes an Attack of Opportunity from armed opponents.  Characters involved in Wrestling cannot perform any other action while they are Wrestling.

Attacking & Armor Class:  Facing

A character has four sides:  Front, Left and Right Flanks, and Rear.


Characters can attack targets only in the Front quadrant and the quadrant of their weapon arm.


When attacked, the side the attack is coming from factors into the character's Armor Class.


If attacked from any direction but rear, the character can use their Def Adj.


If using a shield normally, a character gets the shield's AC bonus an attack (player's choice) from the front or the side the character is holding the shield.


If the shield is strapped to the character's back, they gain the shield's AC bonus to all rear attacks (and -2 to attack rolls).


In melee, characters can normally only be attacked by opponents in base-to-base contact.  Ranged weapons, long weapons, and other factors can disregard this limitation.

Attacking:  Critical Hits & Fumbles

Any attack roll of 18+ that surpasses the target's AC by at least five allows the attacker to roll on the Critical Hit Tables based on the attack type.


Any attack roll of 1 requires a roll on the Critical Fumble table.  Negative effects usually require a failed check to take place.

Doomed Lands Critical Tables

Attacking:  Damage

Death's Door

When a character takes damage that lowers their HP to 0 or below, roll a d20 for the following table, modified by the character's negative HP value after the attack:


1:  Immediate death.

2-7:  The character is dying, but able to act normally. Take 1d6 points of Constitution damage and roll again next round.

8-14:  The character is unconscious and can be easily slain, but will wake up in 1d4 hours  if undisturbed.

15-19:  The character is disabled; conscious but barely able to move. Movement is halved and rolls are made at -4 until they have eight continuous hours of rest.

20:  Fight on! Heal 1 damage from a random wound and suffer no ill effects - for now.

Threatening & Attacks of Opportunity

Characters in combat threaten an area adjacent to them depending on the size of the weapon they are wielding.  If another character they are hostile to performs a defenseless action (missile or unarmed attacks, spellcasting, moving, or turning so the threatening opponent is in the Rear quadrant), all threatening opponents get a free Attack of Opportunity.


Note that Withdrawing does not trigger an Attack of Opportunity


Monsters and characters with an Arms class get three Attacks of Opportunity per round.  Everybody else gets one per round.