APPENDIX R: NON-LETHAL COMBAT
Parrying | Subdual | - | Vanquishing | Disarming |
Appendices | - | - | - | Unearthed Arcana |
Parrying
ADQ: On page 104 of the Players
Handbook, "parrying" is
mentioned
briefly. I find no mention of it in the
Dungeon Masters Guide. Could a 13th-level
fighter parry 2 attacks per
round? Parry once and attack once?
Can you parry multiple attacks?
ADA: A character who chooses to parry
can do nothing else that round, so no
return attacks are possible (regardless of
the number of attacks to which the character
would otherwise be entitled). The
parrying bonus can be used only against
1 attack per round. Subtract the
STR bonus (if any) from the attacker's
"to hit" roll. (Note that only very strong
characters benefit from parrying.)
(Polyhedron #18)
Subdual:
Subdual is an effective form of non-lethal
combat that can be used
against creatures of at least low intelligence
but no greater than genius
intelligence. It can be used against dragons
and similar types of
creatures, including basilisks,
wyverns,
and dragonnes, as well as
against giants, ettins, bugbears, and
other humanoid non-magical
creatures of size L. Whether other creatures
are affected by subdual
is subject to the decision of the DM,
but note that creatures
native to planes other than the Prime
Material cannot be subdued
except on those planes, and PCs can never
be
subdued.
In striking to subdue, all attackers must
use the flat, butt, haft, pommel,
or other non-lethal part of the weapon
in attacking. Any attacker
striking for full damage or using damage-inflicting
spells will negate
any subdual effects recorded up to that
point.
Subdual damage is noted separately from
real damage, and is 75%
temporary, 25% real. If 40 points of subdual
damage is inflicted on a
stone giant, only 10 of those points are
real. When subdual damage
exceeds the total hit points of the creature,
it is subdued, and avictim
will not attack after being subdued except
in self-defense.
The requirements and effects of subdual
under this section supersedes
previously published material, in particular
with regard to the
subdual of dragons.
Subduing a monster is just that: The monster
will not further attack
the group that subdued it. If captured,
the monster will submit, but
seek the first chance to escape and, if
the party that captured it is
weaker than itself, turn on its captors.
This subdual will last as long as
the party has a clear upper hand.
* * *
Question: Exactly
what is involved when a creature is subdued?
Unconsciousness?
Surrender?
Does it apply to player
characters?
Answer: First of all
(from the DMG, page 67)‚ player characters can-
not ever be “subdued” in
the sense of forced surrender. The process
of subduing involves attacks
on creatures of semi-intelligence and
higher, in an attempt to
instill fear in the mind of the creature being at-
tacked that it could be
killed by its opponent(s). Subduing does only
25% of its damage in the
form of actual damage (loss of hit points),
and the act of subduing
will therefore not drive a creature to uncon-
sciousness.
Creatures
which are successfully subdued will be fearful of the char-
acters who did the damage
to them, and will obey those characters
(according to the nature
of the creature), out of fear of being punished
further. This type of control
is dangerous to try to maintain for a long
time, because when the subduers
show signs of weakness or when the
subdued creature reaches
a condition of maximum health once again,
the once-subdued creature
may attack. — J. Ward, W. Niebling
(Revision: Low intelligence
to Genius intelligence creatures may be subdued).
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
Vanquishing is a form of combat used by
cavaliers, paladins, monks,
and other lawful creatures to settle disputes
without excessive bloodshed,
involving a “duel of honor.” One combatant
issues the challenge,
and the opponent must take it up. For
this reason, vanquishing
combat may take place only between two
intelligent beings capable
of understanding each other’s language,
and who choose to communicate
and agree to the combat.
Combat proceeds as normal, but, as with
subdual, onlyone quarter of
the damage inflicted is real between honor-bound
opponents. Each
combatant is “holding back” blows that
would otherwise kill outright,
proving his or her mastery by superior
weapon-handling. Either side
may resort to real combat at the start
of any round, and any full real
damage inflicted (either by an opponent
or a third party) upon acombatant
negates the vanquishing. Any temporary
points lost are ignored,
and both parties may attack normally.
Poisoned blades, vorpal
swords, and similar weapons with automatic
effects perform as if in
real combat.
Vanquishing damage is noted separately
from real damage. Should
one of the combatants be reduced to 0
hit points, he or she is the loser
and must honorably surrender immediately.
If both combatants are
reduced to 0 hit points in the same round,
the combat is a draw.
The winner of a vanquishing combat may
demand a single service or
item from the loser. The service may include
banishment from the
area for a time, to carry a message, do
a small favor, or merely sing
the praises of the victor’s prowess in
combat. An item may include
any one weapon, armor, or shield of the
loser (including magical
items), or a treasure of a value not more
than 1,000 gp times the
loser’s hit dice or level. Attempts to
enslave or slay a vanquished opponent
will free the opponent from any duty to
the victor, though a
vanquished opponent may be imprisoned
if the victor had stated that
fact in the initial challenge.
Lawful creatures who are defeated in this
manner are honor-bound to
the terms of the victor, unless to do
so would be morally opposed to
their alignments. Good creatures cannot
be made to perform evil
acts, for example. Neutrally aligned creatures
have the choice of honoring
such an agreement, based upon factors
such as strength of the
opposition and size of the defeat. Chaotic
creatures are under no constraints
whatsoever, and those of CE alignment
will see no
problem with causing an opponent to lower
his or her defenses and
then striking.
In general, vanquishing combat takes place
between only two combatants.
Multiple combat is possible, but in this
case the hit points of
all members of one side must be brought
to 0 for the other side to
claim victory. Individuals who are reduced
to 0 points of “vanquishing
damage” may continue to fight, but all
damage taken past that point
is the full, normal amount. A character
reduced to 0 hit points in a multiple
vanquishing combat is usually allowed
to retire with no loss of
honor (except from being on the losing
side, if such is the case).
Vanquishing is used in tournaments and
duels where a sudden loss of
life would spoil the festivities. It is
also used by monks and druids
seeking to advance to the next level by
combat. It is also used in lawful
communities to apprehend felons for trial.
Disarming <(dagger
& mace & sword)>:
Disarming is a form of non-lethal combat
that may only be used by fighters,
cavaliers,
and members of their sub-classes.
Only the weapons below, listed in order
of length, may be used to disarm:
Knife
Dagger
Mace, horseman's
Sword, short
Mace, footman's
Sword (broad, long,
falchion, or khopesh*)
*The khopesh sword has a chance of disarming an opponent in its normal
mode of use.
If the weapon is used intentionally to disarm, use the rules given here.
Disarming may only be used by a fighter
or cavalier wielding a weapon in which he or she has proficiency against
an opponent that is likewise using one of the above weapons.
Any weapon that requires two hands to
USE can never be affected by this form of attack.
Disarming inflicts no damage,
but if a successful hit is made,
the defender must make a save vs. petrification
or lose the weapon being used (superior swordplay has torn the weapon from
the opponent's grasp).
Disarming can only be used against weapons
of the same length or shorter;
a dagger may disarm someone holding a
knife and a scimitar may disarm someone with a mace,
but a dagger cannot disarm someone with
a short sword.
A weapon subjected to disarming attack
will fall at the owner's feet if the weapon is the same size as the attacker's,
or 1-10 feet away if of a smaller size
than the weapon that did the disarming.
The former wielder of the weapon must
either take a round to recover the weapon,
draw another,
or engage in weaponless combat.
It is recommended that this form of non-lethal
combat only be used if the more extensive version of weaponless combat
(System II) is being employed in the campaign.
Q: Concerning disarming,
UA says that if a
successful hit is
made, the defender must
make a
save vs. petrification or
lose the weapon. What determines
the armor class of the weapon?
Obviously dexterity bonuses
could be a
factor, but what use would
physical
armor be?
A: The attacker must
make a successful "to
hit" roll vs. the character
holding the
weapon, not vs. the weapon
itself. The
character's armor and dexterity
bonuses
are applied normally. The
weapon itself is
not being hit per se, and
no AC
need be specified for it.
This is an extension
of the fact that the AD&D®
game does
not use hit location; instead,
generic hits
vs. the opponent and saves
are
used to determine results.
(117.54)
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.
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