Saturday 6 April 2013

AD&D2E Combat - additional utensils


As previously announced here is a set of some handy tools for handling combat situations.
The stimulus I got to put this together was a string of Earthdawn sessions I had with my recent gaming companions. Earthdawn is an interesting heroic game set in an ancient fantasy world (think Howard's Hyborian age - kind of) with an interesting variation of a classic 6 character stat mechanics. However, more in a modern d20 fashion the stats are translated into a further set of bonuses or dice pools. You might see some clear differences but to me it is basically the mindset that makes them both alike.
So, whilst the combat in ED is bent towards heroism and magic (not realism and grittiness) the interesting thing is that players get to make some interesting and varied choices during a melee, choose between a set of various skills and powers which makes hand-to-hand combat a bit more than a string of "I attack" announcements followed by a universal to-hit roll (and then damage!).
I appreciate that WotC acknowledged that idea and since D&D3E and onwards fighter characters have skills and feats and whatever.
But while these options were not available in AD&D2E, there still is enough content to provide for some interesting and engaging melees.

The materia below is 100% TSR creation (and WotC property). Gathered from TSR's Players Handbook, Dungeon Master's Guide and Player's Option: Combat & Tactics. I simply took the liberty to put it together in neat tables for your convenience and entertainment (and mine of course).

The mechanic of the "Opposed Roll"

source: Player's Option: Combat & Tactics.

Whenever an action performed by a character requires a struggle between him and the opponent the Opposed Roll (OR) applies.
The idea is simple, the acting character roll is opposed by the opponent's roll to see who prevails.
In terms of mechanics it works in the following way:
  1. The active character makes a test roll (whatever its nature)
  2. The opponent makes an opposed test roll
  3. The result that passes the test roll while being closer to the failure threshold wins while:
    1. For attributes test the higher passing roll wins;
    2. For Saving Throws and To-hit rolls the lowest passing (hitting) roll wins
  4. Failing the test automatically results in losing the OR action.
Example:
Roft the Fighter hand wrestles Taliona the Maiden Paladin.
Roft has a Str of 15 while Taliona has a Str of 17. Roft rolls 12 passing his Str test. Taliona rolls 9 and while she also passes Roft's roll is higher than hers. Taliona's hand gets dangerously closer towards the burning candle.

Example 2:
Roft tries blocking Taliona's swing. With Thac0 19 he rolls 15 against DC 4 (defence bonus) - barely making it. Her attack roll (Thac0 19) was 16 against his DC 10. Though her chance to hit was higher (9+ to hit) Roft's roll was lower (closer to missing) than hers so he successfully blocks the hit.

The Combat Round


The combat round is resolved following the sequence:
  1. Roll for initiative - determine the action sequence (who goes first)
  2. Characters take combat actions
  3. Proceed to another round
Let's make one thing clear here. The combat round lasts 6 seconds.
This correction introduced in later D&D editions makes all the sense in opposition to the 1 minute (sic!) idea introduced in the AD&D2E Player's Handbook. One minute???
Even such an unskilled fencer as I can perform at least 10 swings of a sword against an opponent in that time. Or take several other actions. Well, I take it as a simple misunderstanding.
6 seconds make a round
10 rounds make a minute (a turn?)

Deal with it.

Determine Initiative


Initiative & Surprise
effect
Initiative roll weapon
1d10+weapon speed
Initiative roll spell
1d10+spell casting time
Initiative roll monster
1d10
Multiple attacks
Additional attacks resolved after action sequence ends
Surprise check
1,2,3 on 1d10
Surprise effects
Free round of attacks, no Dex DC bonus (flatfooted)

Multiple attacks. Specialist fighters who get more than one attack per round perform their additional attacks (all above one attack) after all other characters have had their chance to act.

Combat actions

source: Player's Option: Combat & Tactics and the Player's Handbook.

During a combat round a character can do so much more than simply "attack".
Here is an expanded list of manoeuvres that can be performed.

COMBAT actions
effect
Attack (a)
# as per weapon skill
Movement (a)
Normal mov rate
Movement (free)
½ normal mov rate
Charge (a)
150% mov, +2 for attack, weapon dmg / -2 Ini, no Dex bonus, -1 AC, polearms inflict 2x dmg
Fleeing (a)
1 free attack for opponent
Parrying (a)
½ lvl (round down) as DC bonus / fighters ½ lvl+1
Block (1 attack)
Opposed roll with DC 4 vs. attack – lower roll wins
Called shot (1 attack)
Standard -4 to attack roll
Disarm* (1 attack)
Opposed roll with DC 0 vs. defenders roll with DC 4
Overbear (a)
 1 free attack for Defender; Hit roll +1/extra attacker; Save vs. Paralyzation
Pull/Trip (1 attack)
After hitting roll Opposed roll for Strength with opponent


Combat round = 6 sec
1 standard action (a) + 1 free action (free)
Opposed roll
Success roll closer to the subjective threshold – wins
*
Specialist action

Doesn't it look better?
For further details on the particular actions please consult the sourcebooks.

Miscellaneous

source: Player's Handbook and Dungeon Master's Guide.

To create some variety between the individual fighting styles the DM should enable the players to take advantage of their natural resources. Fighting with 2 weapons is one specifically provided for by the rules. But characters using shields or having one free hand should be given some further possibilities as well e.g. Pull/Trip action or Shield Rush/Shield Push.


Fighting styles
effect
2 weapons style
-2 hit roll / -4 hit roll
Weapon and shield style
Shield manoeuvres
Two-handed weapon style
-
One handed weapon style
Hand manoeuvres


Another important rule is one introducing consequences for being overloaded with junk (gear). One cannot simply run around carrying 4 sets of full plate armour and a collection of halberds in different colours (hello Diablo). While I don't tend to calculate encumbrance to the last gram I use common sense and when a character tries to pull off such a trick he gets some penalties in combat.

Encumbrance modifier
effect
Moderate
-1 hit roll
Heavy
-2 hit roll / +2 DC
Severe
-4 hit roll / +3 DC

Also it's worthwhile to remember how far a character can move during one round of melee.
I like to get this simple chart handy in case a player attempts to run to the opposing corner of the castle courtyard and defend his fellow mage from 3 assasins. All in one round.

Creature size
Movement rate
Halfling, Dwarf, Gnome
6 yards
Human, Elf
12 yards
Monster
Varies (consult Monstrous Manual)

Afterword


Creating a summary of combat rules in a form of a one-pager is currently a standard in modern games. I believe AD&D2E deserved one and attempted to prove it possible.
I certainly will find it handy. Hope you would too.

Cheers!

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