Combat



 
MOVE
Charge
Breaking Off from Melee
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AIM (Melee)
Strike Blows
Weaponless Combat: Pummel, Grapple, Overbear
Non-Lethal Combat: Subdual, Vanquishing, Disarming
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AIM (Missile)
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VIEW
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USE
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CAST
Spell Casting During Melee
Meleeing an Opponent Spell Caster
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TURN
Turning Undead
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GUARD
Set Weapons Against Possible Opponent Charge
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QUICK
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DELAY
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VIEW
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SPEED
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END
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Encounters, Combat, and Initiative
Encounter Reactions
Missile Discharge
Grenade-Like Missiles
Spell Casting During Melee
Turning Undead
Further Actions
Morale
Morale Scores
Pursuit and Evasion of Pursuit
Melee
Non-Lethal and Weaponless Combat Procedures
Combat Tables
Attack Matrices
Assassin's Table for Assassinations
Attack Matrix for Monsters
Creatures Struck Only By Magic Weapons
Matrix for Clerics Affecting Undead
Psionic Combat Tables
Psionic Combat Notes
Saving Throw Matrices
Saving Throws
Magic Armor and Saving Throws
Progression on the Combat Tables
Hit Points
Effects of Alcohol and Drugs
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Recovery from Intoxication
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Insanity
Combat (PH)
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Athena (goddess of combat)
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DMG
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AD&&D
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Critical Hits - - - -

THE FORUM
"Laydeeeezz and genntellmennn . . . In this
corner, wearing a gossamer bikini, bracers of
defense AC 2, gauntlets of ogre power and ring
of protection +3, weighing 104 lbs., dodging
with a 17 dex and an armor class of -4, at 8th
level with 75 hp, and armed with a horseman?s
flail + 3: Eriana of Belargn!

"And in this corner, 40 in number, wearing
chain mail with an effective armor class of 5,
collectively weighing over four tons, each 5th
level with 32 hp, and each armed with scimitars:
the Faceless NPCs!

For this bout, two NPCs will face Eriana at
any time. As soon as one NPC dies, another
steps in to take his place. No critical hits or
fumbles are allowed, no weapon specialization
or even multiple attacks for high level will be
permitted. Anyone brought to zero hit points is
dead!"

Well, Eriana is not that well equipped, nor is
she all that superior to her foes on paper. But I'd
bet a bag of adamantium pieces that she will
win easily. (Play it out yourself, and see what
happens.) If the Faceless NPCs even come close
to winning, the dice really favored them.

Consider: At her level, using the variant "to
hit" system on page 74 of the DMG, Eriana
needs an 8 or better to hit an NPC?s armor class.
With bonuses for the gauntlets and her weapon,
she hits on anything except a 1. The Faceless
NPCs need a 20 to hit her. Eriana does 2-5 ( + 9)
hp damage per hit (11-14 hp, the average being
12.5). We assume it will take three hits by her to
take down an NPC. The NPCs have no damage
bonuses and do 1-8 hp per hit, averaging 4.5 hp
damage. It would take a minimum of 10 hits and
a maximum of 75 to take Eriana down. If we
assume average damage, she can withstand 17
hits before dropping.

Eriana has to kill 40 NPCs, needing 120 hits
before they can get in 17 hits. With a 95%
chance of hitting, Eriana should swing 127 times
to finish the lot of them. Since her 3/2 attack
rate has been disallowed, she will need 127
rounds to do this. With a 5% chance of hitting, a
Faceless NPC needs 340 swings to get those 17
hits. With two Faceless NPCs going at once, it
will take 170 rounds for them to finish her off,
which is nearly an hour too late. Let her have 3/
2 attacks per round or specialization, and it
ends a lot sooner.

And again, none of her items are particularly
game-disruptive. No + 6 holy vorpal sunblades
here; she has a magical horseman?s flail. The
bracers are the only items that were the best of
their type, and simply substituting them with
chain mail + 3 puts everything in the medium
range without changing anything.

In short, it?s gotten to the point where guards
and troops are only there as window dressing. I
worked out an adventure that gave ?normal?
fighters a chance against the typical party, but
the key element of that adventure can?t be
copied over and over again. The only way to
give the Faceless NPCs a chance of being challenging
to players is to boost their level to about
five over the party?s, which is unfair and a bit
ridiculous. Fighters of 9th level can get their
own castles and troops; why would 14th-level
fighters be doing menial guard work without
magical weapons or armor? The treasure they
guard couldn?t pay their fees! It?s worse to give
them magical items which end up in the hands
of the PCs.

Poison? It unbalances the game. I do 1 hp
damage to you, you blow your save, you die.
Perhaps insinuative poison should be rewritten:
Given no save, these poisons could do bonus
damage only and add to an assassin?s chance of
killing his victim. The assumption here is that a
fatal dose can be administered by ingestion or
contact, but game balance decrees that a fatal
dosage can never be left by a blade that rips
through flesh. What does get through merely
causes damage. Faceless NPCs could then do
enough damage to make them a threat.

Another possibility, one that should not be
used in conjunction with the first, is to give
NPCs (and only NPCs) a morale bonus of +4 to
hit when they outnumber PCs. If used in the
example above, Eriana would be dead meat
against her 40 opponents unless she had specialization
and fought them two at a time. Even
then, she?d be hurting pretty badly, which is a
lot more realistic. This would not work too well
against low-level parties and might not go into
effect unless the NPCs were at least 3rd level.

I?m not just bouncing around solutions to
these problems as they cross my mind. I would
like to see what kind of ideas others might have
or have implemented already.

S. D. Anderson
Whittier CA
(Dragon #139)
 



NOTES BY GARY GYGAX


Hi Jesse,

I was thinking of how were in a DM-like role when you posed the questions, and that's why I mentioned the dramatic aspect.

No matter what a designer does in regard to managing combat, there is going to be a number of players who dislike it.
With some systems it's the majority of gamers, with others it's a minority of some size, small or large.
In all cases each system will have its stalwart champions and vocal opponents.
Rest assured that I was not in defensive mode when i read and responded to you.
What I posted was simply the straight-forward reasoning I used in arriving at the system that I did, and why I did so.

In the Lejendary Adventure game I used a different method,
but one that is also streamlined and not a step-by-step attempt to re-inact hand-to-hand combat with weapons generally of the medieval period.
As i mentioned before, when creatures with natural weapons are thrown into such a calculation, the variables one needs to consider make it a nigh impossible exercise.
Magical elements compound the difficulties even further.

If you devise a fast-paced combat system that includes the major elements of actual fighting in armor with the various weapons usual,
including monsters and magical attacks and defenses, hats off, and I think the gamers will beat a path to your door 

Cheers,
Gary


 

Quote:
Originally Posted by RFisher
Well, sure. But wasn't the question asking why OAD&D combat wasn't more simple rather than why it wasn't more complex?
 


Perhaps, but I read it as questioning the doubling up on AC and HP benefits in combat, and not have more realism in the system.

You are correct about the need for keeping combat abstract in the RPG.
Every complication demands more rules and explanations, more time spent resolving combat, that's fine for a military or dueling simulation, but not in an RPG where there are so many other things to do besides killing things 

Cheers,
Gary


 


Howdy Drifter Bob,

When a search for realistic combat mechanics begins,
the challenge of devising a system that meets the "realism" required (that measure being totally subjective) that does not extend the time and effort necessary to resolve the matter becomes highly problematic.

Having rules that require players' characters to do something that the player does not wish seems to me to be the antithesis of role-playing--aside from the compulsions of the occasional casting of magic spells that force such compliance and where saving throws are allowed.

None the less, individual taste can not be disputed.
Good luck in your quest for the perfect combat resolution system.
If you devise something that meets that measure broadly, it will likely revolutionize the whole of the approach to RPGs.
However, any rules governing how a character must specifically act in key situations move the game system away from role-playing.

Cheers,
Gary


 


Drifter Bob,

To cut to the chase here, for I haven't the time to spare for more point-by-point reply to so long a missive,
in my considered opinion detailed "realistic" combat rules are a detriment to the RPG, not a benefit.
There is already undue stress placed upon combat as the central theme of the game form, while it is in fact only one of several key elements.
The designer would better serve the audience by stressing the other elements than would be dine by spending yet more content space on detailing fighting.

Cheers,
Gary