BRAWLING:
THE EASY WAY "OUT" IN D&D
by Robert J. Kuntz
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Dungeons & Dragons - Dragon magazine - The Dragon #11

Brawling in Dungeons and Dragons has always been left up to the
respective referee to determine. Though I’m sure that players and referees’
alike have been distressed over this fact for some time no one had
complained too bitterly about this lack of such an important function
in D&D. If one is to go about resolving all conflicts with spells and
swords in place of a good punch or kick how does anyone expect to emmulate
our forerunners like Conan who prided himself on a good
brawl! Though this is in no way an overly explicit offer towards that
end goal it will serve as a starting point for you ‘Rope a Dopes’.

The only requirements for brawling is each player’s Strength, Dexterity
and Constitution. Each of these categories effects the end result
either with each other or separately. What is needed besides these characteristics
is two six-sided dice.

First Move
Compare the two opponents dexterities. The player with a dexteritv
+ 2 or more comparatively gets to move first. If dexterity scores are
equal roll dice to see who moves first. He may:

1. Grapple
(Combine dexterity and strength of both players. Average them and
compare the difference on table A. Roll 2 six sided dice and note the
score. This is the number of points subtracted from the players’ constitution.
If he reaches zero constitution points he drops unconscious.)

Example:
A fighter getting first move elects to grapple. His dexterity is 14,
his strength 13. Combined, averaged and rounded-down his total grappling
score is 13. He faces an opponent which has a 15 strength but a
10 dexterity. Combined, averaged and rounded down his score reads
12. The difference is + 1 in the attackers favor. He then consults the
Grappling Table under the proper plus category. Finding the + 1 table
he throws the dice. A three is rolled meaning that he has successfully
grappled and inflicted 2 points damage to his opponent. The defender
marks 2 points off from his constitution score. The defender may then
grapple only or attempt to break the grapple. He elects to break the
grapple and consults the 0 or below table since the difference between
his score and his attackers is -1. He must roll a G2 (grapple 2) to break
free or else he is held and does no damage. He fails to break free. His
attacker elects to continue the grapple next turn. An 11 is rolled which
indicates he has failed to hold his grapple. The defender may then
choose to punch or grapple and play continues as normal, alternating
between attacker and defender.

2. Punch:
If punches are thrown the one moving first (the one with the higher
dexterity) must see if his dexterity in comparison to his opponents
doubles or trebles it, etc. If it does he gets that many more punches (although
at -1 to the die roll). Experimentally, a person with an 18 dexterity
fighting one with a dexterity of 3 would get 1 strike at no penalties
and 5 additional strikes, all at -1 per die roll!!

One must roll a 2-7 to hit, any score above that indicating a miss.
Those taking second punches (or more) need a 2-6 to hit. After a hit is
rolled compare the strength of the person striking to the constitution of
the defender and note the difference on table B. That score is the
number of constitution points taken away from the total score.

Note: Constitution scores change as damage is accrued and recomparisons
must be made during the next round of fighting if the
damage accrued lessened an opponents constitution score. Thus a person
who easily sustained damage when he had an 18 constitution is
handicapped by the 2 points of damage he received since that lowers his
score to 16.

TABLE A: Grappling
Die Roll +4 or higher +3 +2 +1 0 or lower
2 G4 G3 G3 G2 G2
3 G3 G3 G3 G2 G2
4 G3 G3 G2 G2 G2
5 G3 G3 G2 G2 G2
6 G2 G2 G1 G1 G1
7 G2 G2 G1 G1 G1
8 G2 G2 G1 G1 NG
9 G1 G1 G1 G1 NG
10 G1 G1 G1 NG NG
11 G1 G1 NG NG NG
12 G1 NG NG NG NG

G1-G4 = Grappled for that many points of damage. A G2 or higher is
needed to break a grapple or a NG on the attackers part if he attempts
to continue his hold.
NG = No grapple

TABLE B: Damage Accrued From Punches    
                        Strength - Constitution Difference
Die Roll +4 or higher +3 +2 +1 0 or less
2 -5* -4* -3* -2*
3 -3 -3 -2 -2
4 -3 -3 -2 -1
5 -3 -2 -2 -1
6 -2 -2 -2 -1
7 -2 -2 -1 -1
8 -2 -1 -1 -1
9 -2 -1 -1 0
10 -2 -1 0 0
11 -1 -1 0 0
12 -1 0 0 0

0 = missed punch, no effect
        0 = missed punch, no effect
        -1 = light punch
        -2 = medium punch
        -3 = heavy punch
        -4 = solid punch
        -5 = “Haymaker”

*A roll of snake eyes is a possible automatic knockout roll. Compare
the score that you inflicted when punching; if you were on table +3
you have a 40% chance of automatically knocking your opponent out,
that is the score netted (-4) times 10%, or 40%. A person striking successfully
with snake eyes on the 0 or less table would have a 10% chance
of knocking out his opponent.

Next Issue: Long-term effects of having your clock cleaned in
Sorcerers Scroll.