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Version 1.25
  • Home
    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Introduction | Ability Scores | Character Races | Character Classes | Equipment | Additional Rules | Combat | Magic | Spells | Dungeonmastering | Playing the Game | Adventures | Non-player Characters | Treasure and Magic Items | Conditions | Deities

Combat

Combat Basics | Hit Points | Saving Throws | Surprise | Encounter Setup | Encounter Reaction | Declare Intentions | Initiative | Combat Actions | Morale

Combat Basics

The Combat Round | Combat Procedure | The Attack Roll | Armor Class | Using the Attack Matrix Tables | Combat Sequence

The Combat Round

1 Round = 10 Segments = 1 Minute

1 Segment = 6 seconds

Combat is divided into 1 minute period melee rounds, or simply rounds. Rounds are subdivided into 10 segments, for purposes of determining combat action order.

Combat Procedure

The basic procedure for encounters is to first determine surprise conditions and encounter variables. The combatants declare actions to be taken and then combat actions are followed based upon the time required (in segments) to perform them.

  • Combat actions will always begin with the 1st segment in the round and end at the 10th segment.
  • Simultaneous actions will result in an initiative roll to determine the faster action.

During a one minute melee round many attacks are made, but some are mere feints, while some are blocked or parried. One, or possibly several, have the chance to actually score damage.

So while a round of combat is not a continuous series of attacks, it is neither just a single blow and counter-blow affair. The opponents spar and move, seeking the opportunity to engage when an opening in the enemy’s guard presents itself.

The Attack Roll

An attack roll (or “to hit” roll) represents an attempt to strike an opponent during a round. When a creature makes an attack roll, a d20 is rolled and modifiers added to the roll. If the result is equal to or greater than that required to hit the opponent’s armor class on the appropriate Attack Matrix, the attack is successful and damage may be dealt.

Automatic Misses and Hits. A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit.

Armor class

Armor Class (“AC”) represents how hard it is for opponents to land a solid, damaging blow. For humanoids, this will be mostly a function of armor worn, Dexterity modifier, or a readied shield. For other creature types, it takes into account exceptionally thick hide, armor plating, chitinous exoskeleton, or even size and speed.

Dexterity Modifiers. Dexterity adjustments to armor class are given in the section on Character Abilities. Certain circumstances can negate these modifiers. (See Typical Combat Modifiers.)

Armor Rating Adjustments (by Weapon Type). These modifiers, found in the section on Equipment, are reserved for weapons used versus specific types of armor, not necessarily against actual armor class. Creatures not wearing armor are generally assumed to grant no adjustments against Armor Class, however the DM may choose to modify this on a case by case basis (e.g. a heavily scaled dragon may be considered to have an Armor Rating of 2, equal to a human wearing plate mail and employing a shield). The Monster Manual will also specify the values as appropriate to the creature.

Using the “Attack Matrix” tables

Find the level (or, in the case of monsters, hit dice) of the attacker on the appropriate chart and matrix that with the armor class of the defender. (See also Character Classes.)

The resulting number or greater must be rolled on a d20 for a successful hit. Penalties and bonuses may modify either the die roll or the number needed to hit (i.e. the armor class value of the target).

Armor class worse than 10 is not possible except through cursed items. Armor class values better than 2 are easily possible due to magical bonuses and Dexterity bonuses.

Monsters with HD+. When using Combat Table I, any plus in a Hit Die rating above +3 equals another hit die to a maximum of +1 to hit dice. (E.g. 6+6 equals 7 hit dice.)

Demi-humans and 0-level NPCs. Elves and half-elves with no character class use the Fighter attack matrix, while non-player character half-orcs with no character class use the attack matrix for Monsters. Dwarves, elves, and gnomes are never lower than 1st level (unlike halflings, half-elves, or humans, which may be of 0-level) and all use the Fighter attack matrix.

Normal men such as men-at-arms are always considered to be 0-level. (See Non-Player Characters, Hirelings, Mercenary Soldier.)

Repeating 20 Values

A quick glance at the progression of numbers on the Attack Matrix Tables found in the Character Classes section or the attack matrix for Monsters will reveal that 20 is repeated. This reflects the fact that a 20 (or above), even modified with bonuses “to hit”, indicates a “perfect” hit. It also incidentally helps to assure that opponents with high armor class values are not “hit proof”.

“To-hit” adjustments for spell effects

Certain spells such as curse, prayer, and protection from evil adjust the chance “to hit” of either the attack or the defender or both.

Such changes must be made to the armor class of the figure concerned, not to the dice score rolled in attacking.

Creatures only struck by magic weapons

Some creatures are only struck by magic weapons and, in some cases, the level of magic must be taken into account.

Despite special defenses which protect certain creatures from attacks by non-magical weapons, these monsters can be effectively hit by attackers as follows. This provides for magical properties and power of the attacking creature.

* Creatures with actual character classes (not some facsimile) do not count the levels in the character class toward their hit dice. Thus a (very special) hill giant that possesses 3 levels of fighter can only hit a creature with a +2 or better requirement using a non-magical weapon.

Combat Sequence

The steps for encounter and combat are as follows.

  1. Surprise. Determine if either or both parties are Surprised.
  2. Encounter Setup. Determine distance and reaction, if unknown between the parties.
  3. Declare Intentions. Each participant will note their general intentions. (Each player for their characters plus allies and the DM, secretly, for each controlled creature or group.) The DM will announce the cost in time (segments) for each action.
  4. Initiative. Each individual or group will roll to determine initiative order in the case of simultaneous actions.
  5. Determine Combat Action Order. Each individual or group will determine the segment of the round they will act in based upon their declared action.
  6. Resolve Combat Actions. As the DM walks through each segment of the round, each individual or group will act according to the actions declared or will announce a change in action according to the circumstances.
  7. Check Morale. Depending upon the circum-stances, the DM may check for NPC or monster morale before continuing combat.

Combat Actions

  • Avoid engagement if possible.
  • Attempt to Parley and Gauge Reaction.
  • Delay or Ready (awaiting action by other party).
  • Use Ranged Attacks or Abilities.
  • Move or Manipulate items or objects.
  • Engage in Melee

Continue each melee round by following steps 3 through 7 above until conflict ends due to fleeing, inability to continue, or death of one or both parties.

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