Non-Lethal and Weaponless Combat Procedure

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Combat
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DMG

NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES

It IS not uncommon for players to be weaponless at some stage of a game
- or for better players to wish to attack on opponent bare-handed in order
to most effectively neutralize that opponent’s potential; whether to subdue
or slay when neutrolized i s another matter. Three basic ottock modes are
recommended: PUMMEL, GRAPPLE, OVERBEAR. Each method of attack is
exploined separately, and each hos its own table and modifiers.

Variable Applicable To All Pummeling, Grappling, and Overbearing Attacks:
The attacker tokes the number of the column he or she normally
uses for weapon attacks, 1 being that for the lowest levels, 2 being that for
the next group of levels, and so on. To this number he or she adds the score
of o secretly rolled d6, i.e. 1-6. The defender does the same, but the die
score is that of a d4. The attacker moy use this variable for:

1 ) a bonus to his or her base chance to pummel, grapple, or overbear,

OR

2) o bonus to the score rolled for a successful pummeling, grappling,

or overbearing attack.

The defender may use the variable for:

1 ) a penalty (subtraction) to the attacker‘s base chance to pummel,
gropple, or overbear, OR

2) a penalty (subtraction) to the attacker‘s pummeling, grappling, or

overbearing attack which has succeeded.

The decision os to how to use the variable must be made prior to each

attack.
Unconscious parties gain no such variable
Pummel: This attack form is aimed at battering an opponent into uncon-

sciousness. I t can be used with fists or dagger pommel (as in pummel) as
weapons. 25% of damage sustained is actual; the remaining 75% is
restored at the rate of 1 hit point per round. Whenever an opponent
reaches 0 hit points, unconsciousness occurs. It lasts for 1 round, plus 1
round for every point of damage beyond 0 hit points which has been sustained,
i.e. 4 hit points equals 5 rounds of unconsciousness. An unconscious
opponent can be trussed or slain in 1 round.

Determination of First Attack Initiative: First attack initiative is determined
by surprise, charging to attack, higher dexterity, or higher die roll
- in that order. Whichever first occurs determines the first attack for the
round, so in most cases the pummeling attacker will go first in the first
round.

Base Score to Hit: The base score on percentile dice is opponent AC value
times 10 to arrive at a percentage chance to hit, i.e. AC 10 = 100%. AC 9 =
90%. all the way to AC ratings of 0 and minus numbers which indicate no
chonce or a negative chance to score a hit. The base chance to hit is
modified os follows:

Attacker’s dexterity, per point + 1 %
Attacker’s strength, per point over 15

positive by type* + 1 %
Opponent slowed +lo%
Opponent stunned + 20%

Opponent base movement aver 12“’*
Opponent hosted (includes speed potion)

+1%

Attacker’s AC, per point, with negative AC being treated os

Opponent prone without shield or ready weapon

and/or helpless AUTOMATIC HIT
-5%
-1 0%

*Magical protections such as rings, bracers, cloaks, etc. do not count as

AC, so ignore them; encumbrance = AC 10.

** Do not count if unable to move freely - down, cornered, encumbered,

etc.

In each round of weaponless melee, there will be two pummeling attacks,
and possibly several blows per attack. The attacker determines if a strike is

72

COMBAT (NON-LETHAL & WEAPONLESS COMBAT)

successful, and then whether or not it does any damage and how much, if
any. Percentile dice are rolled, and the score is modified as shown below.
The PUMMELINGTABLE is then consulted.

Attacker’s strength -
per point over 12
per 10% over 18
Using wooden butt or mailed fist
Using metal pommel
Opponent slowed
Opponent stunned
Opponent helpless
Active defender -

per point of dexterity over 14
employing shield

Leather or padded armor
Chain, ring, scale, or studded mail
Magical cloak or ring
Banded, plate, or splint mail
Helmet, open-faced
Helmet, nasaled but otherwise open
Helmet, visored or slitted

PUMMELING TABLE

Adlusted
Dice Score
under01

01 -20
21 -40
41 -60
61 -80
81 -00
over 00

Result
blow misses, opponent may counter
ineffective blow, strike again
glancing blow, off balance’
glancing blow, strike again
solid punch, off balance*
solid punch, strike again
crushing blow, opponent is stunned**

+ 1 % + 2% + 5%

+ 10%
+lo% + 20% + 30%

-2%
-1 0%
-10%
-20%

-30%
-40%
-5%

-1 0%
-20%

Hit Points of
Damage Scored
none
none
2 + strength bonus
4 + strength bonus
6 + strength bonus
8 + strength bonus
10 + strength bonus

* Series ends, determination of next strike must be.made.

** Opponent unable to attack far 1 full round.

Gropple: This attack farm is aimed at holding the opponent and rendering
him or her helpless. Damage sustained is 25% actual and 75% incidental
which is restored at 1 hit.point per round. As in pummeling attacks, a score
of 0 equals unconsciousness, 1 round plus 1 round for each point of minus
damage sustained.

Determination of First Attock Initiative: Surprise, charging to attack,
higher dexterity, higher die roll - in that order.

Base Score to Grapple: Multiply attacker’s armor class by 10, ignoring
magical devices (bracers, cloaks, rings, etc.), but adding 1 for each + 1 of
magical armor, to find a percentage chance from 100% to 0%. Note: The
attacker cannot grapple if either or both hands are holding anything. The
base chance to grapple is modified as follows:

Attacker’s dexterity, per point
Defender’s armor protection is-

leather or padded
chain, ring, scale
banded, plate, splint

Opponent slowed or stunned
Opponent base movement 3” faster
Opponent hasted (includes speed potion)

+ 1 %

+ 10% + 20% + 30% + 20%

-1 0% per 3”
-20%

In each round of grappling combat there will be an attack and a counter.
Any existing hold automatically goes first until broken. Once i t is
determined that a grappling attack succeeds, the percentile dice must be
rolled again to find what hold is gained. The dice roll is modified as
follows:

Attacker’s dexterity, per point

Attacker‘s strength -
per point
per 10% over 18
Opponent slowed
Opponent stunned
Opponent helpless
Per 10% weight difference (attacker)
Per 10% height difference* (attacker)

+ 1 %

+ 1 %
+1% +lo% + 20% + 30%

25%
25%
 

COMBAT (NON-LETHAL & WEAPONLESS COMBAT)

Opponent dexterity, per point,over 14

Opponent strength -
per point over 12
per 10% over 18
Opponent wearing banded or plate mail
Opponent wearing gorget and helmet
Opponent using shield

Halved if prone.

-2%

-1 %
-1 %
-1 0%
-10%
-1 0%

Bonuses and penalties are totalled and the result added to the result of the
percentile dice roll. The GRAPPLING TABLE is then consulted for the result.

GRAPPLING TABLE

Adjusted
Dice Score
under21

21 -40
41 -55
56-70
71 -85
86-95

Over 95

Result
waist clinch, opponent may counter
arm lock//forearm/elbow smash
hand/finger lock//bite
bear hug/trip
headlock//flip or throw
strangle hold//head butt
kick/knee/gouge

H.P. or Special
Damage Scored
none
1 + strength bonus
2 + strength bonus
3 + strength bonus
5 + strength bonus
6 + strength bonus
8 + strength bonus,
opponent stunned

Any hold shown remains in effect from round to round unless the opponent
scores a higher percentage hold, i.e. arm lock breaks a waist
clinch, a hand/finger lock breaks an arm lock, and so forth. Damage
accrues until a hold is broken or until the holder elects to try for a different
hold. The opponent moy still inflict damage by lesser hold results shown
after the double slashes (//). These might result in both opponents falling
to the ground and continuing their grappling there. Note: If the opponent
is stunned, a second attack may immediately be made, and the stunned
opponent cannot counter for 1 round.

Overbear: This attack form aims at quickly taking the opponent to a prone
position, incidentally inflicting damage, and allowing either a pummel or
grappling follow-up attack. The attacker can have either or both hands
otherwise employed - carrying a shield, weapon, etc. 50% of damage
inflicted is actual, the balance is restored ot the rate of 1 point per round.
Once an opponent is overborne, some other form of combat MUST take
place.

Determination of First Attack Initiative: Surprise, charging to attack,
higher dexterity, higher die roll - in that order. Attacker ottempting to
overbear need not go first to so attack.

Base Score to Hit: Same as grappling attack. If overbearing attack
succeeds, roll percentile dice again, and modify the resulting total by the

following:

Attacker's strength -
per point
per 10% over 18
Opponent slowed or 1 foot held
Rushing or leaping to attack
Opponent stunned or both feet held
Per 10% weight difference
Per 10% height difference

Opponent's strength -
per point over 14
per 10% over 18
Opponent's dexterity, per point over 14'
Opponent braced

OVERBEARING TABLE

Adiusted
Dice Score
under21

21 -40
41 -60
61 -80
81 -00

over 00

Result
bounce off or avoided, opp. may ctr.
slip down and grab leg
opponent staggered, attack again
opponent knocked to knees
opponent knocked to handsand

opponent knocked flat, stunned for 1

knees
round

+1% + 2%
+lo%
+15% + 20%
*lo%

25vo

-1 %
-2%
-2%

-1 0%

Hit Points of
Damage Scored
none
none
1 + strength bonus
2 + strength bonus

3 + strength bonus
4 + strength bonus

COMBAT (COMBAT TABLES)

General Notes:

Multiple Opponent Attacks: It is possible for as many opponents as will
physically be able to attock o single adversary to engage in pummeling,
grappling, or overbearing attack modes. Attack order must first be determined.
Attack from behind negates the shield and dexterity components
of the defending creature. Hits are determined, then results, in order
of attack.

Monsters using these attack modes will choose the most effective if they
are human or humanoid and have above average intelligence, otherwise
they will use the modes in random fashion. Creotures will always ottock to
overbear if they do not use weopons, except bears and similar monsters
who seek to crush opponents by hugging attacks (these are grappling).

Opponents With Weapons Used Normally: If the opponent of a grappling,
pummeling or overbearing attack has a weapon, the opponent will always
strike first unless the attacker has surprise. Any weapon hit does NO
damage, but it does indicate that the attacker trying to grapple, pummel or
overbear hos been fended or driven off, and the attack is unsuccessful. The
weapon-wielder then has the opportunity to strike at the weaponless one
"for real", if he or she so chooses. Surprised opponents with weapons
have no chance for a fending-off strike, unless the attacker must use all
surprise segments to close to grapple, pummel, or overbear.

Monks: Even if grappled, pummeled, or overborne, monks are able to
conduct open hand combat normally until stunned or unconscious.
 
 

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