| Pummeling | Grappling and overbearing | Special weaponless attacks | Observations and conclusions | - |
| 1st Edition AD&D | - | Dragon #61 | - | Dragon magazine |
Weaponless combat is a part
of the ADVANCED D&D® game,
in the form of a system for
grappling, pummeling and overbearing
attacks presented in the
Dungeon Masters Guide at pages
72-73. Although the AD&D™
weapon combat system is “unrealistic”
in that it does not account
for critical hits or hit location, it
is streamlined enough to
allow melees, particularly large ones,
to be resolved in reasonable
amounts of time. By contrast, the
weaponless combat system
in the DMG attempts to take into
account nearly every possible
factor that could conceivably
modify grappling or pummeling
hit probability. Perhaps the
most extreme example of this
is that both the attacker’s and
defender’s weight and height
must be known and compared in
order to resolve a grappling
attack. The DMG system is also
designed only for humanoid
combatants, and does not allow
for grappling or pummeling
between monsters, or between
humans and monsters, without
considerable modification by
the DM.
The weaponless combat system
presented in this article represents
a compromise between realism
and playability. It is
not as simple as the normal
AD&D melee system, mainly because
weaponless combat is not
as simple as normal combat as
far as the AD&D
structure is concerned. Much of the complexity
of the system stems from
the portions of the system designed
to handle monsters in addition
to humanoids. Many of the rules
and charts are not used in
the majority of situations. In tests,
weaponless combat was found
to take several times longer to
play out than normal combat,
but the creatures making the
attacks definitely benefited
by using grappling and pummeling
tactics. This will be discussed
at greater length below.
In order to keep the rules
“compact” for future reference, the
discussion of the system
will be presented after the rules. The
following terms are used
as abbreviations within the text:
AT = Attacker
DR = Defender
S, M,
L, VL = Size designations for small, medium, large, and
very large. S, M, and L are the same as in the AD&D rules, but
creatures 10 feet tall or taller, 30 feet long or longer, or otherwise
large and massive are very large (VL).
Pummeling is defined here
as an attack with fists |or| comparable
limbs, or an attack with
a special pummeling weapon,
calculated to stun and render
an opponent unconscious rather
than kill.
The basic
pummeling attack:
When an attacker (AT) elects to
pummel rather than attack
normally, the defender (DR) is treated
as AC 10, modified by dexterity
bonus or penalty, magic of
any sort that affects armor
class, and special bonuses, such as
the benefit dwarves receive
when fighting giants. Armor and
armor equivalents such as
Bracers of Defense are not
counted.
Shields, however, count for
three armor classes (-3 to AC)
rather than the normal 1
armor class, but only against frontal
opponents. The AT’s roll
to hit is made on the appropriate DMG
chart, subject to the changes
above, as if a normal (weapon)
attack were being made.
The AT’s roll is as it would be normally. Strength bonuses
would be applied for player
characters, and a Bless spell would
increase hit probability,
but obviously having a +2 sword would
be of no value in a fistfight.
Order
of attacks: Pummeling attacks automatically occur
after normal attacks in any
round, but at the same time as
grappling attacks. Thus,
any creature using a weapon or its
natural mode of attack will
strike before an opponent using
pummeling. If both the AT
and DR are using grappling or pummeling
tactics, normal initiative
rules decide who attacks first.
This rule holds even when
the pummeling AT is entitled to 5
attacks per round (a 5th-level
fighter) against an opponent
entitled to only one (such
as a goblin).
An AT using pummeling who
is hit and suffers damage from a
normal attack by the intended
target will
automatically miss one pummeling
attack
for each time the AT is hit,
possibly
losing all opportunity to
attack in that
round. This does not apply
for hits scored
creatures other than the
intended target,
but would apply to a magical
attack such
as Burning Hands used in
lieu of a weapon
attack by the DR. An AT must
elect
to attempt a pummeling attack
at the beginning
of a round.
Number
of attacks: Characters and
NPC’s make the normal number
of attacks
per round for their class
and level.
Creatures able to use pummeling
attacks
make as many attacks per
round as
they have limbs that make
normal attacks
that can be used to pummel.
A troll,
which normally gets 3 attacks,
would get
only two pummeling attacks,
representing
the troll’s two normal claw
attacks.
The bite attack could be
taken normally
in the same round, but would
do normal
damage. Generally, attacks
by arms,
legs, and tentacles can be
pummeling
attacks, but attacks by horns,
bites and
the like cannot be.
Special
pummeling modifiers: (These
also apply to grappling attacks.)
The following
modify the AT’s “to hit”
roll for
each pummeling attack:
| Attack on DR’s rear | +2 |
| DR overborne, prone* | +4 |
| DR stunned, entangled, slowed or immobilized by grapplers | +2 |
| AT invisible, displaced | +2 |
| DR invisible | -4 |
| DR displaced, otherwise hard to locate | -2 |
| AT employing pummeling weapon | +1 |
* — Not cumulative with rear
attack
bonus or entangled/immobilized
bonus.
Damage:
Basic pummeling damage is
1-6 points, regardless of
the nature of the
pummeling attack. Damage
is modified,
however, as explained below.
Pummeling
damage is 25% actual and
75% temporary.
In practice, every fourth
point of
damage inflicted is actual
(normal) damage,
in a series as follows: 4,
8,12,16, 20,
24, 28, 32, 36, 40, etc.
Thus, 22 points of
pummeling damage is 5 points
actual
and 17 points temporary.
As explained
for the DMG
system, temporary damage
is added to total actual
damage, and if
the total equals or exceeds
the creature’s
total hit points, the creature
is rendered
unconscious for as many rounds
as there
are temporary damage points
beyond
the creature's HP total, including 1
round for the temporary damage POINT
equalling the creature’s hit point total.
Temporary damage repairs
itself at a
rate of 1 point per round
once the creature
hit has withdrawn from combat.
Strength
damage bonuses: Characters
and NPC’s receive their normal
strength
bonuses (or penalties) for purposes
of computing damage. Monsters
for which strengths are not
given receive
no strength bonus.
Monster
size bonuses: Monsters that
do not get a strength bonus
(see above)
may receive a bonus or penalty
based on
the size of the creature.
Size here is used
as a rough approximation
of strength,
weight, and overall power.
Small creatures
are -2 to damage; medium-sized
creatures have no adjustment;
large creatures
receive a +3 bonus, and very
large
creatures receive +7 to damage.
AC adjustment:
The AC
of the DR, insofar as it represents a
capacity to protect the DR
from pummeling
damage once a hit has been
scored,
subtracts from the damage
scored by the
pummeling attack. The DM
will have to
decide for certain creatures
whether that
creature’s armor class is
the result of
agility (in which case it
would not mitigate
pummeling damage) or real
armor-like
toughness. The adjustments are:
| -8 to damage | Natural AC of -8 or better |
| -6 | Natural AC of -4 to -7 |
| -4 | Natural AC of 0 to -3 |
| -3 | Natural AC of 1 to 3, plate, splint, or banded armor |
| -2 | Natural AC of 4 to 5, chain, ring, scale armor |
| -1 | Natural AC of 6 to 8 , leather or padded armor |
| 0 | Natural AC of 9 to 10, no armor |
| +1* | AT employing pummeling weapon |
| +1/2 per level (round down)* |
AT is a monk |
The size
multiplier:
These rules come
into play only when the AT
is at least two
size classes different from
the DR. The
numbers given in the list
below are multiplied
by the total pummeling damage,
as adjusted by the above
modifiers (this
multiplier is applied last).
All fractions
should be rounded down. This
rule’s
function becomes clear if
you envision a
hobbit
trying to pummel a storm giant
on the foot.
An AT who is two sizes smaller
than
the DR (S to L, or M to VL)
will cause
damage by the AT to be multiplied
by ½.
An AT three sizes smaller
than the DR
(S to VL) has a damage multiplier
of ¼.
At the other end of the scale,
an AT
who is two sizes larger than
the DR (L to
S, or VL to M) has a multiplier
of 2, and an
AT three sizes larger than
the DR (VL to
S) has a multiplier of 4.
General
pummeling rules
Underwater all pummeling
“to hit” rolls
are at -2, and all damage
is at -2, unless a
Ring
of Free Action or similar magic is
being used.
Monks are their normal AC,
not AC 10,
for purposes of determining
hits and
damage for pummeling attacks
against
them. They receive their
weapon damage
bonus, rounded down, on all
pummeling
hits they score. This damage,
like
all pummeling damage, is
only 25% actual,
and no stun/kill rules are
in effect. If
the monk wishes to score
normal damage
and/or stun an opponent,
normal
open hand combat must be
used.
To qualify for the pummeling
weapon
bonus, a special weapon designed
for
pummeling must be used. This
excludes
metal gauntlets or the like,
and the butts
of weapons.
Stupid monsters always use
normal attack
modes. A monster must have
at
least low intelligence to
use pummeling
tactics. Some monsters will
of course be
physically unable to make
pummeling
attacks even though they
have sufficient
intelligence.
Grappling attacks are designed
to gain
a hold on an opponent rather
than dam-
age an opponent. Damage
occurs only
incidentally during the struggle
in most
cases. Overbearing occurs
when one or
more grapplers succeed in
throwing a
held opponent to the ground.
The basic grappling attack:
An AT
must roll a hit on the normally
applicable
combat
table against AC 5 in order to
score a grappling hit. As
for pummeling,
dexterity adjustments, magic
that affects
armor class, shields, and
special armorclass
bonuses can modify the basic
AC
5. Shields are worth -3 to
AC, rather than
the usual -1. Natural armor
class, armor,
and armor equivalents are
not counted.
The AT’s “to hit” roll is
made with normal
adjustments, including strength
bonus,
if applicable, as per pummeling
rules.
Grappling attacks always occur
after
normal attacks in any round,
as with
pummeling. Grappling and
pummeling
attacks are considered to
occur at the
same time, so that if both
AT and DR are
using grappling or pummeling
tactics,
normal initiative rules apply.
An AT that is hit by a normal
attack
made by the intended target
will automatically
miss one grappling attack
for
each time hit. “Normal” attacks
do not
include grappling or pummeling
attacks,
but do include any other
sorts.
The number of grappling attacks
an
AT can make per round is
limited, as in
the pummeling rules. Generally,
the
same limbs that can be used
to make
monster pummeling attacks
can be used
by monsters to make grappling
attacks.
The special pummeling “to
hit” modifiers
listed above also apply for
grappling
attacks.
Speed
modification: The movement
rates of AT and DR are taken
into account
in calculating grappling
hit probability.
In this capacity, movement
rate is
taken as a rough approximation
of agility,
and the adjustment applies
whether
the AT and DR are actually
in a position
to use normal movement or
not. Only
normal (land-based) movement
rates
apply, not flying movement
rates. The
adjustments given below for
the AT and
DR are both added to the
AT’s “to hit”
roll, either increasing or
decreasing the
AT’s chance to hit as applicable.
Automatic
grappling hits can be scored
against creatures that are
paralyzed or
otherwise incapable of movement.
| Movement rate | AT adjustment | DR adjustment |
| 1-2" | -6 | +6 |
| 3-5" | -4 | +4 |
| 6-8" | -2 | +2 |
| 9-11" | -1 | +1 |
| 12-14" | 9 | 9 |
| 15-17" | +1 | -1 |
| 18-20" | +2 | -2 |
| 21-27" | +3 | -3 |
| 28"+ | +4 | -4 |
Example: A goblin,
movement rate 6”,
is grappling a halfling,
movement rate
9”. The adjustment is -2
for the AT and +1
for (because of) the DR,
for a net adjustment
of -1.
For purposes of the speed
modification
only, the following movement
rates
apply for armored figures:
Unarmored,
padded armor, or
leather armor: 12” (or normal movement
rate).
Chain mail,
ring mail, or scale
mail: 9” (or 75% of normal).
Plate mail,
splint mail, banded
armor: 6” (or 50% of normal).
Plate mail
being worn, and figure
is heavily encumbered: 3” (or 25%
of normal).
Generally, a heavily encumbered
figure
moves down one place on the
list,
unless the load is dropped
before combat.
Grappling holds
and damage:
When a
grappling hit has been scored,
a 12-
sided die is immediately
rolled by the AT.
The DR then also rolls a
12-sided die;
this is called the DR’s “break
roll.” If the
DR’s break roll is equal
to or greater than
the AT’s roll, the DR is
able to break the
hold as soon as it is gained,
and no lasting
hold or damage results. If
the break
roll fails, a hold is gained,
and the result
determined by the AT’s roll
of d12 applies.
Break rolls are explained
in more
detail below.
The result of the AT’s roll
of d12 is
given below, wherein (L)
= leg hold, (A) =
arm hold, (B) = body hold,
(H) = head
hold, and (S) = stranglehold.
| Adjusted d12 roll | Hold & damage |
| 1 or less | Brief grip; no hold or damage, but spells with somatic components 90% likely to be spoiled. |
| 2-3 | (L); no damage |
| 4-5 | (B); no damage |
| 6-7 | (A); no damage |
| 8 | (L); 1-2 damage |
| 9 | (B); 1-3 damage |
| 10 | (A); 1-2 damage |
| 11 | (H); 1-3 damage |
| 12 | (S)*; 1-6 damage |
| 13 | (B); 2-8 damage |
| 14 | (B); 2-16 damage |
| 15 | (B); 4-24 damage |
The roll on the table above
is adjusted
by the relative sizes of
the AT and DR.
Generally, small creatures
have great
difficulty gaining solid
holds for damage
on large targets. The adjustment
listed is
applied directly to the AT’s
roll of d12.
Attacker size
| Defender size | S | M | L | VL |
| S | 0 | +1 | +2 | +3 |
| M | -2 | 0 | +1 | +2 |
| L | -6 | -4 | 0 | +1 |
| VL | -8 | -6 | -4 | 0 |
Example: A goblin,
size S, attacks and
scores a grappling hit on
an ogre, size L,
and rolls a 7 on d12. The
size modifier for
this situation is -6, so
the result is adjusted
to a “1,” an automatic miss,
and no
break roll by the ogre is
required.
Break
rolls: The 1st break roll against
any hold is never modified,
even though
the roll it is compared against
may be
modified because of size
differences between
AT and DR. 2nd and subsequent
break rolls are discussed
below.
Exceptional
strength: In some situations
a combatant’s strength will
be greatly
different from what one would
expect
based on size alone. In such
cases, the
DM should treat the creature
for grappling
purposes as a larger or smaller
creature. For characters,
strength of 18
to 18(00) is treated as size
L; strength of
19 or more (giant strength)
is treated as
size VL; strength of 6 or
less is treated as
size S.
Explanation
of holds: Whenever a hold
on a limb, such as an arm,
is indicated,
and the DR is already being
held by one
arm, the hit occurs against
the free arm.
More than one hold can be
scored
against a given limb, and
many holds can
be maintained by many AT’s
on a single
DR, particularly when the
DR is large or
very large. For size S and
M creatures,
however, the following limits
should be
observed: arms, 2 holds each;
legs, 2
holds each; body, 3 holds;
head, 1 hold,
and 1 stranglehold. There
must, of
course, be room for all the
AT’s to be
near the DR; less than the
maximum
number of holds would be
possible if the
AT’s were fire
giants and the DR were a
goblin. The effects of the
holds are:
Head Hold (H): DR is immobilized
unless
AT is of a smaller size class
than DR.
The DR’s attacks are at -4
to hit while the
hold lasts, and the DR loses
any dexterity
bonus (though penalties do
count) for
the duration of the hold.
Stranglehold (S): As above,
DR is immobilized
unless AT is smaller in size.
DR’s attacks are at -4 to
hit while hold
lasts, and DR’s dexterity
bonus is lost. At
the end of each round after
the first, the
DR takes 2-8 points damage
from the
hold unless it is abandoned
or broken in
that round; the damage is
grappling
damage (see below).
Arm Hold (A): Again, DR is
held helpless
unless AT is the smaller
of the two
combatants. DR’s attacks
are at -2 while
hold lasts, DR’s dexterity
bonus is lost.
Any weapon, shield or item
the DR is
holding in the hand of the
held arm is
rendered useless until the
hold is broken.
Both (all) Arms Held: DR is
immobilized
unless all the AT’s using
arm holds
are 2 size classes smaller
than DR. The
DR is -6 to hit on all attacks,
provided the
DR has any sort of attack
for which its
arms are not required, such
as a bite. The
DR loses its dexterity bonus.
“All” above
refers to creatures with
more than two
arms. For such creatures,
no additional
effects are gained until
all arms are held;
holds on two of three arms
would have
the same effect as a single
hold on one
arm. “Arm” should be taken
broadly to
include tentacles and the
like.
Leg Hold: As with head holds,
DR is
immobilized by this hold
unless AT is
smaller. DR’s attacks are
at -2 to hit, DR’s
dexterity bonus is lost.
For DR’s with 3 or
more legs, the “to hit” penalty
is only -1.
Both (all) Legs Held: As with
“Both
Arms Held,” DR is helpless
and immobilized
unless AT is 2 size classes
smaller.
DR’s attacks are at -4 to
hit while both/all
legs are held, DR’s dexterity
bonus is
lost. For creatures with
3 or more legs, a
rule analogous to the one
under “Both
Arms Held” above holds: no
additional
effects are gained by having
holds on
more than one but less than
all legs.
Body Holds: As for head holds
and the
like, DR is helpless unless
AT is smaller.
DR’s dexterity bonus is lost.
DR is -2 “to
hit” on all attacks against
each AT that
has a body hold, except that
size VL
creatures being so held are
only -1 “to
hit” each AT.
The effects of holds are not
cumulative.
A DR held by several AT’s
on the
arm, leg, and head would
be only -4 to
hit, the worst result applicable.
Immobilization
effects are considered singly,
so
the DR held in 3 places as
above would
not be immobilized if all
3 creatures doing
the holding were smaller
than the DR
(though the DR’s movement
rate would
be greatly reduced).
Grappling
Damage: All grappling damage
is 50% actual and 50% temporary,
temporary damage being the
same as
explained for pummeling.
Grappling
damage is not modified by
strength adjustments,
but other forms of damage
bonuses and penalties would
apply, such
as those resulting from Chant
or Prayer
spells.
Maintaining
Holds: A hold is maintained
until the AT abandons it
or the DR
makes a break roll. Humans
and similar
creatures are able to maintain
but one
hold at a time, and as long
as the hold is
maintained the AT may not
do anything
else, save perhaps a short,
purely verbal
spell. Creatures are considered
to get as
many grappling attacks as
they have
pummeling attacks, and can
maintain
two holds at once on the
same DR, possibly
even three or more depending
on
the nature of the creature.
Creatures can
also make normal attacks
while maintaining
a hold when the normal attack
is
not being used for grappling.
A troll, for
example, could hold a DR
by the arm and
leg and make a biting attack
all in the
same round.
If the DR’s immediate break
roll fails,
the hold is gained and the
effects listed
apply on the next round,
damage taking
effect immediately. At the
end of that
round, after the DR has suffered
the effects
of the hold, the DR receives
another
break roll to free himself.
The DR must
roll 10 or more on d12 to
break the hold,
with this roll modified by
the size adjustment
factor applied to that hold
on
the first break roll. If
the roll fails, the
hold is maintained and the
DR suffers its
effects on the next round.
The DR could
then try again to break the
hold at the
end of each round the hold
is maintained.
A DR receives one break roll
at the end
of the round for each hold
maintained on
him that round, not including
holds
scored that round, for which
he has already
received a break roll.
If the DR is being held by
3 or more
AT’s, the basic break roll
score on the
second and subsequent rounds
must be
an 11; similarly, if the
AT maintaining the
hold is two size classes
larger than the
DR, an 11 is needed. If the
DR is being
held by six or more AT’s,
a basic 12 is
needed. A 12 is also needed
when a size
VL creature has gained a
hold on a size S
creature. The penalty would
apply, in the
multiple-AT cases above,
to each of the
holds, until enough of the
holds are
broken so that the penalty
no longer
applies.
Where a DR would normally receive
multiple attacks in a round,
one such
attack is lost for each break
roll that must
be made at the end of the
round (not
break rolls against grappling
attacks in
the same round.) A 6th-level
fighter held
by three goblins would thus
lose three of
his 6 normal attacks against
them. A DR
always receives at least
one attack in a
round, no matter how many
break rolls
are made in that round, if
the DR is able
to attack otherwise.
Creatures that have gained
holds on a
DR cannot be attacked by
the DR with
weapons more than 2½’
long. Allowable
weapons for this purpose
include the
hand
axe, dagger, small club, hammer,
mace, and short sword.
Holds may be maintained while
a DR is
brought down by overbearing.
When a comrade of the DR makes
an
attack on an AT holding the
DR and
misses, a second “to hit”
roll must be
made at -4 to hit against
the DR. If the
second roll is a hit, the
DR takes the
damage instead of the intended
target.
Overbearing:
Any AT that gains a hold
on a DR may attempt to overbear
that
DR. Overbearing is not considered
a
separate form of attack;
it is a possible
result of one or more grappling
hits.
More than one AT may attempt
to overbear,
in which case the holds of
all AT’s
attempting to overbear are
taken into
account. A single percentage
roll is made
at the end of any round in
which an AT
declares that overbearing
is being attempted.
The basic chance of overbearing
is 0% (no holds), modified
upward for
each hold being maintained
by an AT
attempting to overbear. The
modifications
are:
One leg held: +15% for two-legged
DR’s, +5% per leg for DFR’s
with three or
more legs.
Two (all) legs held: +40%;
this bonus
would replace the one-leg
bonus unless
the former is higher. “All”
applies to
creatures with three or more
legs
One arm held: +5%, plus an
additional
+5% per arm if three or more
arms.
Two (all) arms held: +20%,
replacing
the one-arm-held bonus if
higher.
Body held: +10% per hold.
Head held: +10%.
Stranglehold: +5%.
Example: A human fighter is
being
held on the leg by a goblin,
on the arm by
another goblin, and on the
body by a
bugbear. The basic chance
for the three
AT’s to overbear is 5 + 15
+ 10 = 30%.
Additional
holders: Where 2 or more
creatures have hold of the
same limb or
area of the body, and no
“per hold” basis
is stated above, the additional
AT has no
effect on the chance to overbear,
but
may have an effect on the
size modification
(see below).
Size
modification: When an overbearing
attempt is made, the result
is modified
by an amount determined by
the size
of the DR and the size of
the largest AT
attempting to overbear:
Size of largest AT
| Size of DR | S | M | L | VL |
| S | 0 | +20 | +40 | +80 |
| M | -20 | 0 | +20 | +40 |
| L | -40 | -20 | 0 | +20 |
| VL | -80 | -40 | -20 | 0 |
In the example above, the
bugbear is
size Land the human is size
M. The goblins
are size S and do not count.
The
adjustment is +20%, for an
overall chance
to overbear of 50%. If the
percentage roll
were 50% or less, the human
would be
overborne.
Effects
of overbearing:
An overborne
DR has been thrown to the
ground or
floor, probably with the
AT’s still holding
him. An overborne DR makes
all attacks
at -4 to hit, and this effect
is cumulative
with a “to hit” penalty caused
by one or
more holds. Overborne DR’s
may NOT
use shields, they lose dexterity
bonuses,
and always attack last in
each round.
Once overborne, the DR remains
so until
the DR takes a full round
to rise, and
during this round the DR
forfeits all attacks.
Rising may be attempted in
any
round unless 1 or more holds
have
immobilized the DR, in which
case the
DR is unable to rise until
all the immobilizing
holds are broken. An overborne
DR
that is not held may cast
spells, and a
held DR may still cast purely
verbal
spells. Overbearing does
NOT do damage
to the DR unless special
circumstances
are involved.
General
grappling rules
Some monsters by nature cannot
be
grappled; common sense must
be used
in this regard. A grappling
hit on an undead
with level-draining
power would
result in a energy drain
of the AT.
Grappling attacks are not
changed
when they occur underwater,
but creatures
unable to move and see normally
in
an underwater environment
make all
grappling attacks at -2 to
hit.
A creature that can fly by
means of
wings can lift off if no
body holds have
been scored on that creature.
In the
round of liftoff, an extra
immediate break
roll is allowed against all
current holds,
and a basic roll of 8, rather
than 10, is
needed. Even if some holds
are not
broken, the flying DR may
still lift off if
able to carryall AT’s that
choose to hang
on. Creatures with magical
flying power
are treated similarly, except
that body
holds do not prevent the
DR from trying
to lift off.
Monks are treated as their
normal AC
or AC 5, whichever is better,
for purposes
of grappling attacks against
them.
They receive a +2 bonus on
all break
rolIs.
| The charging overbear attack | Mass charge and overbear attack | |||
This section deals with certain
types of
attacks not included in the
AD&D rules.
These rules will be useful
to characters,
but even more useful to the
monsters
they oppose. One common situation
arises when a large number
of humanoids,
such as orcs
or gnolls, are preparing
to melee a typical party
of adventurers
over a limited front, such
as a 10-
foot-wide hallway. Suppose
that the party
has no further spells of
use against the
creatures, and that the defensive
line is a
single line of five fighters.
The humanoids,
say gnolls, number some 50
or so,
but the fighters on the line
are 6th level or
so and have armor classes
in the range of
1 to -2 against frontal attacks
due to dexterity
and accumulated magic items.
In spite of their superior
numbers and
sheer weight, the gnolls
have a slim
chance of breaking the party’s
defensive
line. The gnolls can, at
best; melee the
fighters one on one, hoping
to wear them
down. This tactic is not
likely to be successful
unless the party is weakened
from previous encounters.
The gnolls
need to break the party’s
line; then the
melee would take on a different
character,
with several gnolls attacking
each
fighter. The AD&D rules,
however, provide
no way to accomplish this;
it seems
illogical to not allow for
a situation where
the gnolls ought to be able
to simply
charge in a mass and crash
through the
thin line of fighters. The
rules for the
mass charge and overbear
attack are designed
to deal with this situation.
The charging
overbear attack:
This attack
can only be made by a charging
attacker against a defender
either retreating
or holding its ground. It
simulates
an AT attempting to tackle
and
overbear
a DR without stopping to grapple
first. The AT makes a normal
grappling
attack roll. If a hold of
B, H, or S is
indicated, the DR must make
a break roll
or be overborne. Otherwise,
the charge
fails and a normal melee
ensues thereafter.
As for a grappling attack,
the DR
receives the first hit against
the charging
AT, and if the DR hits the
attack automatically
fails. If the break roll
is missed by
only one number, both the
AT and DR
are overborne.
More than 1 creature may attempt
this attack against a single
DR in the
same round, but no two AT’s
may attack
from opposite directions.
The number of
attackers will also be limited
by the size
of the AT’s and the DR. Since
an AT that
misses a charging attack
remains in position
for melee, no, two attackers
may
attack from the same direction.
Mass
charge and overbear attack: As
noted above, this attack
pits a group of
AT’s charging in one direction
against a
group of DR’s holding a position
against
them. Up to three ranks of
AT’s and DR’s
may participate fully in
the attack; others
may lend their support with
reduced effect.
Point totals for the attacking
side
and defending side are added
up after
calculating each individual’s
“value” according
to the following schedule:
| Size and location of combatant | Point value |
| S, first 3 ranks | 1 |
| M, first 3 ranks | 2 |
| L, first 3 ranks | 3 |
| VL, first 3 ranks | 6 or more (see below) |
| S, M, L 4th+ rank | 1/2 |
| VL, 4th+ rank | 2 |
Size VL creatures will vary
depending
on how huge they are. A hill
giant would
be worth 6, but a storm giant
would be
worth as much as 15, and
a purple worm
possibly as much as 25. For
a mount and
rider, simply total each
creature. Creatures
with extraordinary strength
for their
size should be counted as
a size larger;
for characters, a strength
of 18 or more
would indicate a size L rating,
and a
strength of 19 or higher
would mean a VL
rating.
The basic chance of the charge
succeeding
is 30%, plus 2% for each
point
the AT’s have over the DR
total. If the roll
is made, the charge causes
all the DR’s
to make a special saving
throw or be
overborne. The saving throw
is each defender’s
strength or less on d20.
A DR
that saves is nonetheless
pushed aside
by the onrushing attackers.
If the charge
fails, the defensive line
remains unbroken
and normal melee combat takes
place
thereafter. Victorious attackers
in excess
of the number of DR’s may
continue to
advance to the area beyond
the defensive
position, but a number of
AT’s equal
to the number of DR’s must
remain to
engage the DR’s for at least
the next
round.
The DR’s receive one set of
attacks
each (the normal attacks
each would
make in a round) before the
chance of
the charge succeeding is
calculated.
Any AT’s killed by these
attacks do not
count in the charge, and
creatures in the
4th rank or further from
the main action
may not press forward to
replace an AT
killed on the front ranks
by this means.
If a creature must make a
saving throw
as above, use the following
size guidelines
when the strength of the
creature is
unknown: S = Str 7; M = Str
11; L = Str 17;
VL = Str 19+.
The number of creatures or
figures
that can fit into each rank
must be determined
by the DM as the occasion
arises. Generally, allow
about 2 feet of
width for a size S creature,
3 feet for a
size M creature, 4-5 feet
for size L, and 6
feet or more for size VL.
If the defenders comprise
more than
three ranks, DR’s in the
first three ranks
are the only ones affected
by the charge,
and AT’s cannot advance beyond
the 4th
rank of DR’s.
For all charging attacks,
there must of
course be sufficient room
for the attacker(
s) to build up speed.
Obstacles to the charge will
either
double the DR’s point total
or preclude a
mass charge entirely. Generally
a trench,
fortification, row of sharpened
stakes, or
low wall will make a mass
charge impossible.
Charges uphill, through a
small
fire (such as flaming oil),
over rough terrain,
or against a line of spears
set
against a charge will double
the defense.
For obstacles not listed
here, the DM will
decide whether the obstacles
prevent
the attack or double the
DR’s total.
Example: A line of 6 human
fighters is
holding a 20-foot-wide hall
against a
charging mob of 20 gnolls.
One fighter
has 18 strength. The humans
prepare a
line of pools of flaming
oil and light them
just as the gnolls
begin their charge. The
gnolls are desperate and
charge through
the oil fire. The party’s
point total is 13,
doubled by the fire to 26.
The gnolls’
total is 60, less 9 for three
gnolls killed
during the charge, or 51.
The chance of
success of the charge is
30% + (25 x 2%)
= 80%. The gnolls are likely
to be too
many and too large for a
single line of
fighters to hold them back,
no matter
how individually heroic or
skillful the
fighters are.
It is presumed in the example
that all
the gnolls fit in three ranks.
Using the
guidelines above, however,
only about
five gnolls could fit in
each rank, so the
last five would count only
½ each, or a
total of 2 points. The gnolls’
total would
then become (12 x 3) + 2
= 38 (remember,
three gnolls were killed
in the charge, so
the maximum of 15 gnolls
in the first
three ranks drops to 12).
The chance for
success would then be (38-26)
x 2% +
30% = 54%.
OBSERVATIONS
AND CONCLUSIONS
It is hoped that these supplemental
combat rules will provide
occasional interesting
variations to normal combat
procedures. These weaponless
combat
procedures are not meant
to replace
normal combat in most situations.
Because
of the great value of shields
in
fending off pummeling and
grappling attacks,
these attack forms are typically
less effective than normal
combat against
a shield-bearing opponent
or against the
opponent’s front. For grappling,
a fighter
with plate mail and shield
Ais AC 2 against the
grappling attack, the same as against
normal attacks, and in addition receives
a break roll that reduces the odds still
further. Even if the frontal AT gets a hold,
it is likely that no other AT's can get in
position to exploit the hold, since the
DR's comrades are holding the line
around him. Grappling, therefore, is reserved
for situations where the AT's can
flank or surround the DR such that several
AT's can hold the DR while others
execute normal or pummeling attacks.
Some creatures, such as trolls, are
"one-man
gangs" in this respect.
Pummeling attacks are easier to hit
with than normal attacks, but tend to do
less damage. The value of shields, combined
with the rule that a successful hit
by the DR causes a pummeling attack to
miss, will render pummeling attacks generally
less effective than normal attacks
in the usual 1-on-1 frontal melee
situation. Characters will, of course, lose
damage and "to hit" bonuses from magick
weapons by making pummeling attacks,
and this will discourage the use of these
rules in normal situations. Pummeling is,
on the other hand, ideal when the party
wishes to render an opponent helpless
without killing it.
In playtests of these grappling and
pummeling rules, it was found that the
grappling rules tend to lead to a wider
variety of overall results than either pummeling
or normal attacks. In one example
14 goblins and a bugbear were pitted
against a human fighter with a +1 long
sword, +1 shield, +1 plate, and a 15 dexterity.
The fighter had a frontal AC of -1
and 33 hit points, being 5th level. Using
normal combat, it was found that the
fighter generally killed all his enemies
after taking 1/2 to 3/4 of his
HP in damage. The overall odds of
victory were heavily against the creatures,
in spite of their numerical superiority.
When grappling tactics were used by
the creatures, however, the results were
mixed; occasionally the creatures would
overcome the fighter. The creatures'
chances wre particularly enhanced if
the fighter did not deal with the bugbear
1st. Being size L, the bugbear is a far
more dangerous grappling opponent than
any of the goblins. The lesson was quite
clear that creatures with less than 1 HD
are far better off attacking fighter
characters by grappling than by normal
combat, if the creatures can flank or surround
the fighter.
It is hoped that these rules will provide
an interesting addition to normal AD&D
combat. Although grappling and pummeling
melees take longer to conduct
than normal melees, the frequency of
weaponless combat melees should be
sufficiently low so that a typical adventure
will not be unduly lengthened.
Above all, it must be remembered that
common sense must be used when applying
these rules to monsters.
MAY 1982