COMBAT
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Characters naturally prefer to engage in
combat when they are
in a position that affords them the greatest
possible opportunity
for attack and the best possible defensive
posture. Unfortunately,
the wilderness environment and the creatures
that populate
it are not usually so accommodating. More
often than they
would like, characters will be required
to attack or defend in a position
that is far from the best possible. At
other times, they may
enjoy an advantage when the tables are
turned and the opponents
are the ones in the weaker position.
Some combat rules that account for unusual
situations are covered
in DSG
on pages 30-34. For the
benefit of player and DMs who do not have
access
to that volume, some of those rules are
summarized in this section.
Additionally, this section goes into detail
about some other
nonstandard combat situations that are
peculiar to the outdoors.
In most circumstances, a character negotiating
a severe slope
or a cliff face is at a disadvantage if
he is required to attack or defend
himself. Because his attention and effort
must be at least
partially focused at all times on climbing,
he does not benefit from
any AC bonus due to DEX that would otherwise
apply.
(However, an armor class penalty for low
dexterity is not negated.)
Assuming that the climber needs one hand
to hold onto a
rope or the surface he is climbing, he
cannot use two weapons, or
a weapon and a shield, at the same time.
Since he is facing the
surface he is climbing, he is vulnerable
to attacks from behind
(with all appropriate penalties) from
any opponent except one
that is adjacent to him on the surface.
If a character is climbing
with his shield strapped to his back,
he receives an armor class
benefit of one step (from 6 to 5, for
instance) for a buckler or a
small shield and a benefit of two steps
for any larger shield.
A character climbing a cliff face suffers
a -2 penalty to all of
his attack rolls (“to hit” and damage)
in melee or missile combat,
and a -2 penalty on all saving throws
related to an attempt to
dodge or evade. If fighting is taking
place on a severe slope,
these penalties are - 1 instead of -2.
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.
If a character climbing a cliff face suffers
damage from an attack
in missile or melee combat (including
damage from a spell
effect), he must make a Climbing Check
immediately. If the
check succeeds, the character remains
in place; if it fails, the
character falls. On a severe slope, this
Climbing Check is made
with a + 10% bonus to the character’s
Climbing Rating.
If a character takes damage from a single
attack equal to or
greater than one-half of the character’s
total hit points (rounded
up), a Climbing Check to avoid falling
must be made with a
- 10% penalty to the character’s Climbing
Rating. This penalty
applies both on a cliff face and on a
severe slope.
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Climbing a gentle slope or even a moderate
slope does not
usually put a character at a disadvantage
if he is forced to engage
in combat in the middle of the climb.
Such terrain is usually not so
steep that the climber cannot stand up
and have the full use of
both hands plus a reasonable amount of
mobility. At the Dungeon
Master’s discretion, the “to hit” adjustments
for relative elevation
of the combatants (+ 1 and - 1) may apply
on a moderate
slope, especially one that is just short
of qualifying for the severe
category. Likewise, the Dungeon Master
may rule that a character
who takes a significant amount of damage
in a single attack
will be knocked off his feet and will
tumble down a moderate or
gentle slope. (If a character is extremely
outmanned and prefers
not to stand and fight, voluntarily tumbling
down a slope to get
away from his enemies might be a viable
strategy.)
Fighting While Precariously
Balanced
This category is somewhat different from
fighting while climbing,
in that a precariously balanced character
is considered to be
perched on a surface where he does not
need to use at least one
hand to hold on, and does not necessarily
have to face the surface
(if any) that his body is next to. A character
is precariously
balanced in conditions such as these:
standing on a ledge that
juts out from a cliff face or a severe
slope; standing on a narrow
bridge of rock or a fallen tree that is
spanning a canyon; standing
up in a boat or on the edge of a barge;
standing in knee-deep water
or mud, or upon loose soil or snow in
which one’s feet sink beneath
the surface of the terrain; and standing
upon a level but
slippery surface.
In situations such as these, a character
must be careful not to
get overbalanced, or his lack of secure
footing (or lack of a sufficiently
large area to move upon) may cause him
distress during
combat. Whenever a character engaged in
melee combat misses
an attack, he must make a successful DEX
Check to avoid
losing his balance and falling down --
perhaps falling down a
long distance. The Dungeon Master may
allow a modifier to the
DEX
Check die roll of - 1 to -4, reflecting circumstances
where overbalancing is less likely to
result in a fall: -4 for a character
knee-deep in mud, which helps to hold
him upright despite
a lack of really secure footing; -2 for
a character standing on a
fairly wide ledge that offers him room
to take a step on his followthrough
and thus keep himself from toppling; or
no modifier for a
character standing on a slippery surface,
where his ability to keep
his balance depends entirely on how dextrous
he is and not on
some advantage afforded by where he is
located.
If a character in a precarious position
at a high elevation is hit
by an attack that causes loss of consciousness
or inflicts damage
equal to or greater than 10% of the victim’s
total HP, he
must make a successful DEX
Check to avoid falling from his
position. If the victim is not standing
right at the edge of a dropoff,
he receives a -2 modifier to the DEX
Check die roll for every
foot of distance between him and the edge.
If he is 10 feet or more
from the edge of a dropoff, he is not
considered to be in a precarious
position, and does not need to make this
Dexterity Check.
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Someone balanced on a ledge barely wide
enough for his feet receives
no modifier; someone who is 9 feet away
from the edge
of a dropoff has a - 18 modifier and is
virtually assured of not falling
- although, as with any ability check,
an unmodified roll of 19
or 20 indicates failure. In the case of
a character who falls despite
the fact that he was a fair distance from
the edge of his perch, assume
that he did not fall to the ground right
away, but instead
staggered for a short distance toward
the edge before dropping
over.
The above general rule also applies to
a character who is precariously
balanced but not at a high elevation:
he is in danger of
being knocked off his feet if he takes
a large amount of damage,
and he will certainly fall down (as would
anyone in a more stable
position) if he is rendered unconscious.
Depending on what the
victim is standing on (or in), he may
be vulnerable to drowning or
suffocation.
For instance, a character who is knee-deep
in water
and gets hit by a sleep
spell will keel over. Beginning on the following
round, he must make successful CON Checks
as
though he was holding
his breath underwater and had run out of
air (see the section on Swimming).
If he does not regain consciousness
or is not rescued before failing a CON
Check,
he will die. A character who falls unconscious
in loose soil (including
sand) or snow must make a DEX Check with
a -2 modifier
to the die roll. Failure indicates that
he has landed face down,
and must then begin making CON Checks
as described
above. If the victim is not revived or
at least rolled over on his
back before failing a CON Check, he will
die of suffocation.
Whenever a character is knocked off his
feet and does not lose
consciousness, he must make a DEX Check.
A successful
check indicates that he is able to regain
his feet in 5 segments;
a failed check means that he must take
a full round to stand and
resume a fighting posture. A character
who gets to his feet
quickly may be able to make an attack
or cast a spell during the
last half of the round, if other conditions
permit such an action.
On a slippery surface, the DEX Check is
made with a +4
modifier to the die roll.
* 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 AC due to DEX 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
its 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.
Of course, these
penalties do not apply to a creature that is native
to an aquatic environment,
assuming that the creature can
strike freely either
above the water or below the surface. For a
character with proficiency
in swimming, the latter two penalties
are reduced by one-half
(to - 1 and -2 respectively) and the first
penalty (for water
up to waist-deep) does not apply.
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Fighting in Poor
Visibility
Even though a characters
may be able to see for quite a long distance
in moonlight || natural darkness (see
the section on Vision and Visibility),
their short-range vision is still hampered
enough
so that they are not always completely
aware of what is going on
in the immed. vicinity.
In moonlight, a character suffers a -1 penalty on all attack rolls && all saves related to dodging or evasion.
In natural darkness with no moonlight, this penalty is -3;
in total darkness (such as that caused by magical means, or the darkness deep inside a cave), the penalty is -4.
In +addition+, any attack bonus related
to a character's ability to see his TARGET
is reduced by
one-quarter in moonlight, by one-half
in natural darkness, and fully negated in total darkness.
This category includes such abilities
as a thief's backstabbing skill,
a ranger's special prowess against giant-class
creatures,
or the severing property of a sword
of sharpness (if the sword has been commanded not to shed
any light). <>
When a character is
involved in melee combat in natural darkness || total darkness,
there is a chance that he will hit something
(or someone) other than his intended target.
If the
attacker’s modified “to hit” roll is 0
or less in total darkness, he
has accidentally struck another object
or creature, if some other
target exists within a radius of twice
the attacker’s weapon
length. If more than one such target is
in range, the Dungeon
Master should randomly determine which
object, creature, or
character has been hit (including other
members of the attacker’s
party). An object must save versus crushing
blow to avoid being
broken or destroyed; a creature or character
will take the appropriate
amount of damage (after the damage penalty
for attacking
in poor visibility has been taken into
account). In natural darkness,
there is a 50% chance that a wild swing
will result in damage
to an unintended target; otherwise, the
attack fails to hit
anything within range.
If a character is fighting in natural darkness
while climbing, his
Climbing Rating is reduced by 5% for the
purpose of any Climbing
Check that may be required as the result
of combat. If a character
is fighting in natural darkness while
in a precarious position,
any required Dexterity Check is made with
a +I modifier to the
die roll. For a character in total darkness,
the adjustments are
10% and +2, respectively. If the illumination
is at least equivalent
to moonlight, neither of these penalties
applies.
A character who is using infravision or
ultravision, and is able
to benefit from the use of the ability,
is not subject to any of the
penalties described above. Likewise, any
character within the
range of natural or magical illumination
is not penalized. See the
section on Vision
and Visibility for information on the benefits and
limitations of illumination and special
vision abilities.
Guidelines on this topic are given in the
section on Effects of
the Environment. Note that all adjustments
for inclement weather
(high wind and precipitation) are cumulative
with any other modifiers
that apply; even the most accomplished
fighter will have a
tough time hitting anything in the dark
of night during a howling
rainstorm.
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