Search this site
Embedded Files
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
Combat | 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

Combat Modifiers

In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Armor class is modified by the amount of protection gained or lost because of the character’s situation. For instance, crouching behind a boulder improves a character’s Armor Class, while being attacked from behind worsens his AC. Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. This section lists the typical modifiers encountered during a combat not covered elsewhere.

“Called Shots”. Sometimes players will attempt to precisely locate an attack such as firing an arrow at a potion vial in an enemies hand, throwing a dagger at a dragon’s eye, or any number of creative ideas. The DM will create rules for these situations with appropriate circumstantial modifiers. Otherwise, depending on the nature of the attack, if declared in the declaration phase, the DM will assign a segment, and a natural 20 on the attack die will perhaps allow for some positive result. Otherwise, the action is wasted.

Attack Modifiers

Attacking, Flank Attack. An attack against a shielded defender from the (non-shield) flank. The defender gains no AC bonus for shield protection. A flank attack is only possible if multiple opponents are attacking the same shield-wielding creature.

Attacking, Rear or Rear Flank Attack. An attack against a defender from behind. The attack is at +2 “to hit” and the defender gains no AC bonus for Dexterity or shield protection. In normal, non-surprise combat situations, a rear attack is not possible unless the creature is surrounded by enemies or they are fleeing.

Attacking, Thief Back Stab. This attack requires surprise. As a Rear Attack except that the attack is at +4 “to hit” and damage dice are multiplied based on the thief’s level. (See Character Classes, The Thief.)

Environment Modifiers

Cover and Concealment. Adjust the armor class of the target creature as follows if cover (hard substances which protect) or concealment (soft substances which screen) exists. Cover adds bonuses to armor class and saving throws. Concealment adds a bonus to armor class.

  • 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.
  • 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.

Fog or Mist. The conditions normally provide concealment for those within depending upon thickness/density/opaqueness. Typical conditions allow sight within 1” with 25% concealment and 50% concealment out to 2” and invisibility (100% concealment) past 2”.

Higher Ground. If opponents are engaging one another from different elevations on a cliff face (one combatant is above the other by a distance of at least half of the higher combatant’s height), the character in the higher position receives a +2 bonus “to hit” and the character in the lower position suffers a -2 penalty “to hit.” These adjustments are cumulative with any other modifiers that may apply. On a severe slope, the adjustments are +1 and -1.

Water Environments.

Combat in water environments has much to do with the amount of immersion of the combatants up to and including combat underwater.

See also Adventures, Underwater Environments for rules on movement and breathing.

Fighting in Water. If a character engages in combat while standing in water that is at least up to his knees but not higher than his waist, he does not enjoy any benefit to armor class due to Dexterity that he would normally have, and he must take a -1 penalty on all attack rolls (“to hit” and damage) in addition to any other penalties that may apply. If the water is more than waist high but not higher than the character’s chest, the penalty is -2. If the water is even higher, the penalty is -4. In no case however, can the damage from a successful hit be reduced to less than 1 point.

At the same time, any opponent attempting to hit a character who is immersed or partially immersed in water does so at the same penalty to attack rolls (even if the opponent is not immersed), reflecting the fact that a smaller portion of the character’s body is vulnerable to a weapon blow.

Native Swimmers. Of course these penalties do not apply to a creature that is native to an aquatic environment, assuming that the creatures can strike freely either above the water or below the surface. For a creature with a native swim movement rate, the latter two penalties are reduced by one-half and the penalty for attacking in water up to waist deep does not apply.

Underwater Combat. Underwater combat is difficult for normal land-born characters. Due to water resistance, effective use of crushing or cleaving weapons will not be possible—only thrusting weapons will be of any use (this means spears, tridents, daggers, stabbing swords, etc.). Non-native swimmers will also be somewhat slowed underwater. Each round, they will suffer a delay of 1d6 segments before any action may begin.

  • Underwater Combat Penalties for Non-Native Swimmers: Movement at 1/3; Suffers Delay (+1d6 segments to all major actions); -4 to-hit and damage (minimum 1 point of damage); No Dexterity to AC; Only thrusting or natural weapons may be used.
  • Underwater Combat Penalties for Native Swimmers (Creatures with a listed Swim Movement Rate): -2 to-hit and damage (minimum 1 point of damage); Only thrusting or natural weapons may be used.
  • Underwater Combat Penalties for Aquatic Creatures: None.

Conditional Modifiers

Blind. Any creature that is blind including those fighting in complete darkness suffers a -4 on “to hit” rolls, armor class, and all saving throws. A blind creature cannot target another creature of use a spell or ability that requires line of sight. Other creatures also gain +4 on saving throws vs. abilities, items, or spells from creatures that cannot see them. Blinded creatures are unable to cast any spell that requires a target, but spells that can be cast on an area (such as fireball) or delivered by touch (such as cure light wounds) may still be used.

Bound. A creature held immobile and/or partially bound due to manacles, a trap, etc. (Essentially the same condition as entangled.) The attack is at +4 “to hit” and the defender gains no AC bonus for Dexterity or shield protection.

Casting a Spell. A caster actually in the process of casting a spell when attacked by an opponent (in that segment) will be attacked at +4 “to hit” and is granted no Dexterity modifier to AC or shield protection to AC. Saving throws grant no modifier for Dexterity or shield.

Climbing. A character climbing suffers a -2 penalty to all “to hit” rolls and damage rolls in melee or missile combat. They also suffer a -2 penalty to saving throws related to attempts to dodge or evade. If fighting on a severe slope, these penalties are half. Climbing creatures cannot use Dexterity for armor class (unless a they are a “natural” climber as determined by the DM).

Deafened. Deafness can cause spells with verbal components to be miscast and fail. The failure chance is 10% for spells with a casting time of 3 segments or less or 20% for spells with a casting time greater than 3 segments.

Encumbered. A creature carrying very heavy gear or wearing bulky armor. Movement is hampered and they may only trot short distances. While they can charge, this will be at a slower rate. Each round, they will suffer a delay of 1d6 segments before any action may begin.

Encumbered, moderately. A creature carrying heavy gear and/or wearing fairly bulky armor. Movement is impeded and they may make a lumbering run. While they can charge, this will be at a slower rate.

Encumbered, overloaded. A creature carrying close or up to their maximum load. Movement is hobbled and they cannot trot or charge. Opponents gain a +2 on “to hit” rolls against them. Each round, they will suffer a delay of 6 segments before any action may begin.

Entangled. The creature is immobile and partially bound due to webs, attacking plants, nets, or the like. The attack is at +4 “to hit” and the defender gains no AC bonus for Dexterity or shield protection.

Exhausted. Exhaustion is a more severe condition of fatigue. Thus, it will reduce a character’s ability scores by 2 temporarily and incur a -2 penalty on “to hit”, damage, and saving throws. Additionally, the afflicted creature cannot partake in physical activity unless defending itself or at risk of death.

Fatigued. Fatigue will reduce a character’s ability scores by 2 temporarily and incur a -2 penalty on “to hit”, damage, and saving throws.

Grappled. Assuming one creature has a hold established, all grapplers are +4 to be hit by others and gain no Dexterity or shield modifiers to AC. Non-grappling attackers attacking one of the creatures engaged in a grapple will have equal chances to hit one of the grapplers.

Held, magically. A creature is under the effects of a hold spell or similar magic. The held creature is helpless and cannot move but may perform purely mental actions such as certain innate abilities or use spell-like abilities. Held creatures may be completely bound in 10 segments (if appropriate materials for doing so are possessed). Attacking creatures in melee will use coup de grâce attacks. Creatures attacking with missile weapons will gain a bonus of +4 to-hit and the held creature gains no armor protection from Dexterity or shield.

Intoxicated. A condition brought about by alcohol, drugs, poison, or other means. Effects on “to hit” rolls are +0/-1/-5 (slight/moderate/or great intoxication). Ability scores are also affected. (See Appendix A—Conditions.)

Invisible. Invisible opponents are always at an advantage. They can only be attacked if they are attacking or otherwise detected somehow. These opponents always cause the attacker to attack at a -4 on “to hit” rolls because of the invisibility. They can never be attacked from flank or rear positions unless the attacker can see them (thus they are, in fact, visible!). Invisible creatures also gain +4 on saving throws vs. abilities, items, or spells from creatures that cannot see them.

Nauseated. Some spells, effects or poisons cause great nausea in a creature. This generally means the creature cannot perform actions while nauseated, although effects may vary.

Off Balance. Attacks against a defender that is off balance due to slippery conditions, balancing on a rope or beam, or similar will be +2 of “to hit” rolls. Depending on the circumstance, the DM may assign other modifiers to AC or saves or attacks by the off balance creature.

Paralyzed. Paralysis is normally one of two types, fear-based or poison based. If fear-based, the creature is helpless and cannot perform any actions (even if only mental). If based on a poison (venom, secretion, etc.), the creature is helpless and cannot move but may perform purely mental actions such as certain innate abilities or use spell-like abilities. Paralyzed creatures may be completely bound in 10 segments (if appropriate materials for doing so are possessed). Attacking creatures in melee will use coup de grâce attacks. Creatures attacking with missile weapons will gain a bonus of +4 to-hit and the paralyzed creature gains no armor protection from Dexterity or shield.

Prone. A prone creature is one that is lying on the ground. Melee attacks against it are at +4 “to hit” but missile weapon attacks are at -2 “to hit”. A prone defender gains no AC bonus for Dexterity or shield.

Sleeping, Magically. The creature is in a magical comatose slumber and helpless. Slapping or wounding will awaken affected creatures, but noise will not do so. Awakening (without damage) requires 10 segments. Sleeping creatures may be completely bound in 10 segments (if appropriate materials for doing so are possessed). Attacking creatures in melee will use coup de grâce attacks. Creatures attacking with missile weapons will gain a bonus of +4 to-hit and the sleeping creature gains no armor protection from Dexterity or shield.

Sleeping, Normally. Any naturally sleeping creature. Surprise is at +20%. If surprised, the creatures continue to sleep until noise occurs. The DM will adjudicate based upon the circumstances (successful “move silently” rolls, etc.). Attackers, if they can approach within melee range without waking a sleeping creature, can attempt an assassinate attack. (See Melee, Assassinate.) Otherwise, any melee attack will automatically hit and normal damage will occur. Creatures attacking with missile weapons will gain a bonus of +4 to-hit and the sleeping creature gains no armor protection from Dexterity or shield.

Slowed, Magically. The creature can only attack at half their normal rate. The creature also moves at half speed. Opponents attack magically slowed creatures at +4 on the “to hit” roll.

Stunned. The creature is immobile and unable to take actions. Attacks against them are at +4 “to hit” and the stunned defender gains no AC bonus for Dexterity or shield protection. Some effects will stun a creature for 10 segments—if this causes a creature to be stunned into the next round, the creature will be able to declare actions only on the segment after the stunned wears off and will also suffer a delay (+1d6 segments) for not declaring their action at the beginning of the round.

Unconscious or in a Coma. The creature is unconscious and helpless. Unconscious creatures may be completely bound in 10 segments (if appropriate materials for doing so are possessed). Attacking creatures in melee will use coup de grâce attacks. Creatures attacking with missile weapons will gain a bonus of +4 to-hit and the unconscious creature gains no armor protection from Dexterity or shield.

Google Sites
Report abuse
Google Sites
Report abuse