APPENDIX Q: WEAPONLESS COMBAT
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Occasions will arise in the game where
a character is without normal
weapons, whether this deficiency is caused
by magic (such as the effect
of a fumble spell), or by physical attacks
(such as with a whip). In
time of need, a character may attack using
weaponless combat, two
systems for which are offered below. The
first is a very simplified system
that can be used quickly in “emergency”
situations. The second
system is an outgrowth of the first, and
has greater detail and is the
more powerful of the two.
This system can only be used by
humans, demi-humans, and humanoids against other humans, demi-humans, and
humanoids.
Any creature attacked using this system
cannot be more than 125% of the attacker’s height
(a four-foot-tall creature could not use
this system against creatures of more than five feet in height,
while a six-foot-tall being could only
affect those 7% feet or shorter in height).
This system has three steps:
1) Attacker chooses
action to be attempted, either:
a) Pummeling (hitting),
b) Grappling (grabbing), or
c) Overbearing (knocking down)
2) Attacker makes roll
“to hit”
3) If attack hit, DM
administers result of chosen action
The roll “to hit” is based on the standard
chance of the character striking the opponent according to class, modified
only for strength (if applicable).
The defending character or creature gains
any benefits for armor, dexterity, and magical protection that may apply.
Pummeling: A successful
pummeling attack delays the opponent’s action for 1 segment, successfully
distracting concentration and negating spell casting.
Damage is 1-2 points, with a STR
bonus added only if the attacker is using a weapon such as mailed glove.
There is no further DELAY for multiple
successful pummels in the same round.
Grappling: A successful
grappling attack inflicts no damage but holds the opponent
for 1 round. While held, the grappled
character is + 2 to be hit
and -2 to hit. A grapple is automatically
broken at the start of the next
round.
Q. Can an opponent
be killed by being
strangled?
A. Yes, strangulation
holds can be found
in DMG p73,
under the grappling
roolz. The coffer
corpse attacks by
this method.
The attack of the meazel
and some types of
assassination can
be seen as strangulation
--
after all, the exact
method used by an
assassin is never
specified.
<check garotte>
(Imagine #11)
Overbearing: A
successful overbearing attack will inflict no damage but will knock
the opponent to a prone position. Opponents
in a prone position are
+ 4 to be hit until they regain their
feet.
A character attempting weaponless combat
makes initiative rolls at a
penalty of -2. If a character suffers
any damage before making a
weaponless combat attack, the attack is
spoiled and cannot be made.
Q: Why can't a dwarf
pummel a human
using Weaponless Combat
System I
(page 106, Unearthed Arcana)?
Likewise, why can't a dwarf
grapple
a human or overbear that
same
person?
A: System I is the
streamlined, simplified
method, and it does not
allow short characters
to pummel larger opponents
at all.
The reason is simple --
the system was
designed to be quick and
easy. If you want
more detail, used System
II. In that system,
any creature can pummel
any prone opponent.
Overbearing attacks can
be used by
a smaller attacker to bring
down a larger
opponent. So, you dwarf
has to knock his
human opponent down first,
then he can
pummel and grapple.
(118.69)
Pummeling | Grappling | Overbearing | Back to Top |
Pummeling is a tactic available to any
character or creature with a
strength score, or one described as having
a strength equivalent to a
certain score or range of scores. PCs,
incl. most humans, giants, and
vampires
may all pummel, while most other undead, dragons,
and non-humanoid creatures may not.
The target of a pummeling attack must be
a non-undead,
non-vegetable, native of the PMP. Shambling
mounds,
elementals, all demons (though not semi-demons),
slimes
and fungus creatures cannot be pummeled.
An opponent
must be of the same ora smaller size class
as the attacker.
A size L giant can pummel opponents of
size L, M, and S, while a
halfling fighter could only pummel another
size S creature.
Creatures may pummel a creature of any
size if the TARGET is prone (see overbearing, below).
A character making a pummeling attack does
so at a penalty of -4 on
initiative rolls, in addition to any modifiers
for dexterity. However, this
penalty does not apply to pummeling attacks
made with the advantage of surprise,
or pummeling attacks made from behind
-- and all such attacks of either sort are at +2 to hit.
If a character making a pummeling attack
takes damage from the attacked
creature before the pummeling attack is
made, the pummeling
attack is spoiled and may not be made.
The pummeling character is
considered to be driven back, unable to
get in a swing on that particular
attempt.
A pummeling attack is resolved as follows:
1) Determine the type
of item being used to pummel
2) Determine the vulnerability
of the opponent
3) Make a "to hit"
roll against the opponent's effective AC
4) If a hit is made,
check the Pummeling Table for chance of stunning
The 4 different types of objects used in
pummeling are:
Small,
relatively soft objects (bare fist or foot)
Small,
hard objects (mailed fist or sword pommel)
Large,
soft objects (an unconscious character)
Large,
hard objects (such as a table or chair)
Note that large objects must generally
be picked up (taking a round)
before being wielded in combat.
Targets have varying degrees of vulnerability,
depending on attire and
natural AC. If a character or creature
qualifiesfor more than
one of the given categories, consider
the TARGET to be of the more vulnerable
sort.
An exposed TARGET is one:
with bare head or face
wearing ordinary cap
or clothing
in leather or padded
armor
with a natural AC of
7 or worse
A semi-exposed TARGET is one:
wearing standard armor
between ring and plate mail in protective value
with a natural AC between
7 and 2 <>
An unexposed TARGET is one:
wearing full or field
plate armor
with a natural AC of
2 or better
Shields and bonuses from magic armor are
not taken into account in
determining the vulnerability of the target.
In figuring the effective AC of an opponent
when pummeling,
ignore any bonus for the defender from
a shield, unless that shield is a
buckler or some item that is easily wielded.
The defender
does receive any magic & dexterity
bonuses that apply.
If AC adjustments are used, consider all
pummeling attacks to be as
with "fist or open hand."
Pummeling
Table (Chance of Stunning)
Type of Object Used to Strike:
Target's Status | Small & Soft | Small & Hard
or Large & Soft |
Large & Hard |
Unexposed | No Effect | 1% per Str pt.,
20% at 18/01 |
2% per Str pt.,
40% at 18/01 |
Semi-Exposed | 1% per Str pt.,
20% at 18/01 |
2% per Str pt.,
40% at 18/01 |
4% per Str pt.,
75% at 18/01 |
Exposed | 2% per Str pt.,
40% at 18/01 |
4% per Str pt.,
75% at 18/01 |
5% per Str pt.,
95% at 18/01 |
The given percentage is the chance per
point of STR of stunning
the opponent. Creatures with a strength
of 18/01 or higher are considered 18/01 for purposes of stunning.
Example: A fighter
with a STR of 15 attacks a man wearing padded
armor. If the fighter strikes with bare
fists (small, soft object),
there is a 30% chance of successfully
stunning the opponent if the
fighter hits. If the attacker was using
dagger pommel (small hard object),
the chance of stunning would be increased
to 60%, and should
the fighter USE a nearby chiar, the chance
of stunning his opponent
rises to 75%. <note the discrepancy
between the example and the table>
A stunned opponent will be so affected
for 1-10 segments, during
which time no actions may be taken. Any
spells in process of being
cast are lost. If an opponent that is
already stunned is stunned by
a later attack, the opponent must save
versus death magic to avoid
being knocked unconscious for 1-4 rounds.
A stunned opponent defends
without benefit of dexterity or shield,
and is +4 to be hit.
Small, soft objects inflict 1-2 points
of damage;
small, hard objects inflict 1-3 points;
and all large objects inflict 1-4 points
of damage on any
hit (whether or not a stun occurs). Weapons
used to pummel are not
wielded in their conventional manner,
and as such inflict the
damage listed above as opposed to their
normal damage.
Special notes for certain character
classes: Monks do not suffer
any initiative penalty when pummeling,
and may make either pummeling
or open-hand attacks.
Thieves (incl. thief-actobats and assassins)
gain +4 to hit from behind when pummeling.
Thief-acrobats may add their Tumbling
Attack Percentage to their own chance to stun
while pummeling, up to a max. pummeling
chance of 95%
chance of stunning. Thief-acrobats may
subtract their Tumbling Defense
Percentage from attacker's chance to stun
while they are tumbling.
Cavaliers (incl. paladins) suffer a -2
penalty to hit if
pummeling with their bare hands, since
they are unaccustomed to
such crude pursuits.
Kicking: A
character may make a pummeling attack by kicking, either
with bare feet (small, soft objects) or
metal-shod boots (small, hard objects).
For the defender in a kicking attack,
only the armor from the waist down
is considered for creatures of the same
size class, but
overall armor is considered (using the
most vulnerable) if the TARGET is
of a smaller size class than the attacker.
Characters who can jump
(monks, thief-acrobats, barbarians) can
effectively kick any portion of
a target of the same size class, and an
attacker at a higher elevation
may kick any portion of the defender's
body.
Throwing:
Objects may be thrown with the purpose of pummeling. A
small object can be hurled 30 feet, a
large one no more than 10 feet.
All "to hit" determinations are made as
for a missile attack at long
range (-5 modifier), and the thrower's
attempt is also modified for
strength, if applicable. Thrown objects
that miss are considered as
grenade-like missiles for determination
of scatter effects.
Grappling is a tactic available to any
intelligent creature who can conceivably restrain an opponent.
Non-corporeal creatures, those who exist
in the Astral && Ethereal
Planes, and non-intelligent slimes and jellies cannot grapple;
neither could a beholder,
for instance, or an orc that is bound hand
and foot.
Grappling is used to restrain someone or
something, either to prevent
an upcoming action or to restrain an opponent
and make it more vulnerable
to other attacks. In general, creatures
that can be physically
restrained are subject to the effects
of a grappling attack. Creatures
of a larger size class than the attacker
cannot be grappled unless they
are prone.
A grappling attack takes place as a normal
attack in the combat
round, with a penalty of -1 to the initiative
roll. If the attacker takes any
damage earlier in a round before a grappling
attack was to take place,
then that attempt at grappling is ruined.
Grappling attacks are resolved as follows:
1) Determine the defender’s
effective armor class
2) Make a roll “to
hit”
An opponent’s AC ignores shield and bonuses
gained by
magical armor, since a grappling attack
is usually directed at the arms
and legs as opposed to the regions protected
by thick armor. Bonuses
from magical rings, protection devices,
bracers, and magical plate armor
are considered.
A successful grappling attack inflicts
no
damage. It does, however,
prevent any further action in that round
by the victim of the attack. A
grappled target is -2 to hit opponents,
and + 2 to be hit in attacks in
the same round that may follow the successful
grappling attack. Any
dexterity bonus of the grappled target
is negated as long as the target
is held.
A hold lasts until
it is broken. The hold resulting from a successful
grapple can be broken in a number of ways:
1) The attacker releases
the opponent.
2) The opponent attacks
and inflicts damage on the attacker. Any
such attacks are at -2 to hit, and the attacker (in the grappling
attack) retains the benefit of magic and dexterity bonuses
that may apply.
3) The opponent makes
a successful grappling attack in a round
following the one in which he was grappled. Such attacks
are made at no penalty for the opponent’s status, but the
original attacker receives magical and dexterity bonuses
to his or her armor class, as well as a bonus to armor class
equal to the character’s bonus “to hit” due to superior
strength. (A character with 17 strength has an effective armor
class one step better than usual for this determination.)
A successful “counter-grapple” by the opponent will
free the opponent but inflict no damage upon the attacker.
4) The opponent makes
a successful “bend bars” roll.
5) If the opponent
is a thief-acrobat, the thief-acrobat may tumble
out of the hold, using his or her Evasion percentage as
the chance to escape.
A character that is grappled may be used
as a large, soft object in a
pummeling attack (see above) if the character
can lift the grappled figure
normally.
Grappling a Creature With Multiple Attacks:
If an attempt is made to
grapple an opponent that makes multiple,
separate attacks, the grappler
can prevent and neutralize only one of
those attacks. A human
fighter grappling a giant scorpion (M-sized
creature) could prevent attacks
with either of the creature’s claws, or
the sting. The other claws
(or sting) are not affected by the grappling
attempt. A creature that
makes multiple attacks with the same weapon
(like a high-level cavalier)
can be neutralized by a single grappling
attack.
Multiple grappling attempts: If
multiple creatures of similar characteristics
and abilities (such as a group of goblins)
attempt to grapple, the
attack is resolved by a single die roll,
with a + 2 bonus “to hit” for
each member of the attacking group beyond
the first. The maximum
number of creatures that can attack by
grappling is determined by
size of the target and of the grappler:
If the defender is size
S, it can be grappled by as many as three
size S attackers, one or two of size M, or one of size L
If the defender is
size M, it can be grappled by as many as three
size M attackers, or one or two of size L
If the defender is
size L, it can be grappled by as many as three
size L attackers
Any prone figure may
be grappled by as many as eight size S, six size
M, or four size L creatures.
Overbearing is a tactic available to any
creature against any other,
although only those with a discernible
upright position can be affected (it is essentially impossible to overbear
a purple worm or gelatinous
cube).
A successful overbearing attack knocks
the target prone.
An overbearing attack may be made as a
normal attack with no modifications
to the initiative die. If the attacker
takes any damage the
round of an overbearing attack before
the attack is made, the attack is
negated in that round.
The steps of an overbearing attack are
as follows:
1) Determine the effective
armor class of the defender
2) Make a “to hit”
roll
A overbearing attack in itself does no
damage, though the situation
may inflict damage on the opponent if
the overbearing takes place in
a mass of flaming oil or on the edge of
a pit. Prone figures are + 4 to
be hit, and strike at -2 until the regain
their feet. In addition, prone figures
may be grappled and pummeled, even if
the figure is of a larger
size class than the attackers.
All defensive bonuses are considered in
determining a creature’s effective
armor class against being overborne. In
addition, the defender’s
effective armor class may be modified
for relative size of the
combatants and will be affected if the
defender has four or more legs.
Defender
Size: |
S | M | L |
S | 0 | +2 | +4 |
M | -4 | 0 | +2 |
L | -8 | -4 | 0 |
AC Adjustments for Defender's Footing:
Creature has 4 legs:
-6
Creature has 6 legs:
-8
Creature has more than
6 legs: -10
Multiple Overbearing Attacks: If
a number of creatures with similar
abilities (such as goblins) attempt an
overbearing attack, a single die
roll in made for all attacks, with + 1
to the die roll for every figure involved
after the first (as with grappling; see
above). Should a number
of dissimilar characters make such an
attempt, the + 1 bonus is
granted, but the “to hit” number of the
weakest creature type is used
to determine if the overbearing is successful.
If the target is size
S, it can be overborne by as many as six
size S attackers, four of size M, or two of size L
If the target is size
M, it can be overborne by as many as eight
size S attackers, six of size M, or four of size L
If the target is size
L, it can be overborne by as many as
twelve size S attackers, eight of size M, or six of size L
That isn't in the rules,
just the way I ran my game sessions.
Same for PCs being overborn
by swarming attackers.
I'd have it automatic if
four man-sized attackers succeeded in closing with the character unless
OC strength was 18 or better and the attackers weren'y also strong and
heavy (seat of the pants DMing there;)
Cheerio,
Gary
Quote:
Gary, is there a provision
I've been missing, all these years, for combatants to be stunned during
regular OAD&D melee combat? (As opposed to unarmed combat, spell effects,
etc.)
I was struck by this question while reviewing my 'AD&D Combat Notes' -- a tightly packed, double column cheat sheet -- in preparation for running an AD&D game for the first time in a few years...
Thanks!
Joe
I use stunning attacks as
if they were normal, bit only 10%of damage is actual, the balance temporary.
when a character gets to
0 HP or below they are out cold for 1 plus as many minutes as they have
accumulated negative HPs.
That isn't in the rules,
just the way I ran my game sessions.
Same for PCs being overborn
by swarming attackers.
I'd have it automatic if
four man-sized attackers succeeded in closing with the character unless
OC strength was 18 or better and the attackers weren'y also strong and
heavy (seat of the pants DMing there;)
Cheerio,
Gary