Without weapons . . .
Suggested new rules for using your bare hands
by Phil Meyers





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
The basic pummeling attack Order of attacks Number of attacks Special pummmeling modifiers Damage
Strength damage modifiers Monster size bonuses AC adjustment The size multiplier General pummeling rules
- - Unarmed combat - -

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
    * Special damage bonus

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 AND OVERBEARING
The basic grappling attack Speed modifications Grappling holds and damage Break rolls Exceptional strength
Explanation of holds Grappling damage Maintaining holds Overbearing Additional holds
Additional holds Size modification Effects of overbearing General grappling rules Unarmed combat

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

— This hold presumes the DR has a
windpipe and can be harmed by choking.
If this is not true for a monster, treat
this result as though an 11 were rolled.

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.

SPECIAL WEAPONLESS ATTACKS
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