Initiative: Who gets the first swing?



 
 
 
 
 
 
 
The Attack Priority System
Other factors: strength, size, dexterity, and level
Putting modifiers into practice
Interpreting the closing modifier
Charging
Fending
Retreating and Pressing
ATTACK PRIORITY MODIFIERS
Magic Items and monsters
Felonius Ressurected
Melee becomes more than die rolls
MONSTER ATTACK PRIORITIES
-
Dragon 71
Dragon

Felonius Shortstrider, noted hobbit fighter-thief from the
town of Strobilus, strode confidently down the darkened corridor,
short sword in hand, confident that his abilities and quickness,
along with his small stature, would protect him from any
assault. Suddenly Felonius spied a tall figure in glistening
armor appearing from around the corner ahead. The gnoll
turned, sighted the small form of the halfling, and moved
immediately forward, raising his two-handed sword as he
came. Felonius, however, did not retreat but quickly closed to
attack, trusting his quickness and experience to overcome the
grinning monster before him. . . .

“Let’s see now, Felonius rolls a 3 for initiative and the gnoll
rolls a 2. Neither of them is charging, so the halfling gets the
first swing. . . .
“Okay, no hits on the first round, roll initiative again. Les’see,
you got a 5 and the gnoll has a 2, so you get first swing again.
The gnoll takes 5 points of damage and the thief is hit for 4. . . .
“Next round, you have a 1 on initiative and the gnoll has a 3.
The gnoll swings first this time. Oops — the halfling takes ten
points of damage! . . . So much for Felonius. It really wasn’t
smart to fight the gnoll, you know.”
“But what about my ‘quickness and experience’?”
“There’s no adjustment for that; the initiative die decides who
strikes first. If you had rolled a 2 on the second round to get
simultaneous initiatives, then weapon speed would have been
taken into account and you would have had two attacks that
round.”
“So, by rolling higher on initiative in the second round I lost a
chance for multiple attacks?”
“Afraid so. That’s what the DMG says.”
Let me see that rule!”

Does all of that sound a bit odd? Why didn’t the gnoll swing at
the halfling before the halfling’s short sword could be brought
to bear? After all, the gnoll is taller, with longer arms and a 6’
sword, giving him an overall reach advantage of at least 7’.
Surely, being ready to fight, he would get in a swing while the
halfling closed to striking range. Assuming just a small amount
of intelligence on the monster’s part, the gnoll would backpedal
to keep his opponent out of range as long as possible while
continuing to swing.

Alternatively, we could assume that the thief’s quickness
allowed him to get inside the range of the big sword and attack
first — but if quickness was a factor here, why didn’t his quickness
also help the halfling in the later rounds, after he had
already closed and swung once?
It may be foolish for a lightly armored halfling to go up
against a gnoll singlehandedly, but this example illustrates that
there are no provisions in the AD&D™ combat rules to allow a
character (or NPC) to use guile and quickness rather than
sheer force in melee.

The reason for this is that the AD&D system does not use
range, weapon length, weapon speed, and dexterity as factors
in determining who strikes first. Numerous examples like this
one could be constructed, all bearing out the thesis that the
standard system is too simplistic to allow players the flexibility
to use their skills to the greatest advantage. The AD&D melee
combat system is sufficient as a fast approximation and, of
course, it works well enough in most instances. However, to
really give the players a “feel” for how combat takes place, a
more accurate and realistic system is needed.

The Attack Priority System

The Attack Priority System was devised to fill this need. It is
designed to allow characters with “faster” weapons (lower
weapon speed factors) to have an advantage when it is being
determined who strikes first, and even to allow those characters
more attacks altogether, by virtue of an advantage in weapon
speed (perhaps coupled with superior quickness). At the same
time, the Attack Priority System allows characters to use spears
or other long weapons to fend off opponents, preventing those
foes from using their shorter weapons by keeping them out of
range. This all results in a melee that is more tangible to the
players and the DM, and allows more interaction and freedom
of choice by all involved.

To use this system it is necessary to have each figure roll a
separate initiative die, just as in the standard AD&D melee
system. The number that results is then increased or decreased
by that figure’s predetermined modifier to obtain that character’s
Attack Priority. This new number is then used like the
usual initiative roll to decide who gets the first attack.
Different types of modifiers are used in each of the two sets of
circumstances that occur before and during a melee. When the
opponents start a round outside striking range of each other
and attempt to initiate combat, weapon length is the primary

factor in determining the order in which combatants can strike.
In these instances, use the Closing modifiers from the tables
included with this article. Once the combatants are engaged in
melee, the speed factor of each of their weapons is a prime
consideration. In these situations, use the In-Range adjustments
to decide who gets the first swing. (Weapon lengths and
weapon speed factors are listed in the Players Handbook.)

Other factors: strength, size, dexterity, and level
The Attack Priority modifiers may be adjusted for more than
weapon speed or length in certain cases. A relatively stronger
combatant can naturally swing a weapon more quickly and with
more conviction than someone of average strength, so a
Strength Adjustment may be used to alter the character’s effective
weapon-speed figure, thereby changing the in-range modifier
for the strong character. (Conversely, a character with
below-average strength will suffer a Strength Adjustment
penalty, making any weapon that character uses “slower”
because of his reduced ability to wield it efficiently.)
When opponents are closing to combat, height (body size)
can be an important consideration in determining who has the
longer reach, so monsters or characters of size L (those who
generally have relatively longer reaches) get a +1 bonus in
closing situations, and figures of size S must suffer a -1 penalty
when closing with a foe.

Dexterity is also important, both when closing and when in
range, so Dexterity Adjustments can apply in both situations.
As a character rises in experience level, his or her ability with
weapons increases. To simulate this, higher-level figures are
given bonuses to their Attack Priority modifiers (both closing
and in-range). This supplants the standard system in which
higher-level fighters get 3 attacks every two rounds (at 7th
level) or two attacks per round (at 13th level). Instead, each
character — regardless of class — gets a +1 modifier to Attack
Priority every time that character becomes eligible for a new
weapon proficiency. This has the same effect as giving characters
more attacks per round, but in a more gradual way. Hence,
fighters would have normal initiative (considering experience
only) at levels 1-3. They would get +1 on Attack Priority at levels
4-6, +2 at levels 7-9, etc. Clerics and thieves would get their
bonuses at levels 5, 9, 13, and so on; magic-users would get
Attack Priority bonuses at levels 7, 13, 19, and so forth.

Example: Glandor Trollslayer, a fifth-level fighter who uses a
footman’s mace and a dagger, has a strength of 17 and a
dexterity of 15. The mace, with a length of 2½ feet, carries a
closing modifier of -1 (see the table provided with this article).
His strength doesn’t help Glandor when closing, but his dexterity
gives him a +1 and his level another +1, for a net closing
modifier of +1.
Once Glandor closes to within striking range, his in-range
modifier will be used. The speed factor of a footman’s mace is 7;
because Glandor has a 17 strength, his effective weapon-speed
figure is reduced (“speeded up”) by 20% and rounded up,
becoming 6 instead. A character wielding a weapon with a
weapon speed of 6 gets no adjustment to his in-range modifier
by virtue of weapon speed alone, but Glandor’s dexterity and
experience level both provide +1 bonuses (the same as when
closing), yielding an in-range modifier with the mace of +2.
Doing the same computations for Glandor using his dagger, his
closing modifier comes out to 0 (no effect on the initiative roll),
and in range he has an overall modifier of +4 (for a “fast”
weapon being used by skilled hands).

Putting modifiers into practice
When in use, the Attack Priority System works much like the
AD&D system for determining initiative. Many DM’s have each
player roll separately for initiative in the standard system, so all
that is changed is the addition of the modifiers. These basic
modifiers don’t change from melee to melee, so players can
calculate their closing and in-range adjustments for any weapon
their characters might use and record these numbers on
their character sheets. Then, when an initiative roll is made,
they simply need to add or subtract the appropriate modifier to
obtain the Attack Priority figure for that character.
It also adds to the feeling of realism to roll separately for each
monster, even to the point of separate rolls for each part of a
multiple attack routine (three separate rolls for a claw/claw/bite
attack). Monsters have modifiers for their attacks as well (see
the section at the end of this article). These rules do not apply,
of course, to monsters that trample or step on opponents or
otherwise do not enter normal melee combat. Certain monsters
will always charge into combat, regardless of the opponents’
actions, and therefore the closing modifiers would not apply for
such creatures.

If a figure’s modified initiative roll (Attack Priority roll) result
is less than zero, that character or monster has a reduced attack
ability in the current round. It is assumed that his slow weapon,
coupled with a lack of initiative and/or a defensive imperative,
has resulted in a very weak attack. In such a case, adjust the “to
hit” roll of the character or monster downward — for the current
round only — by the amount of the Attack Priority (AP) number.
If the AP number is a negative number or zero, the figure is still
eligible to make an attack, but only at the end of the current
round, after all figures with positive AP numbers have attacked.
If a figure’s AP number is between 1 and 6 inclusive, one
attack is allowed at the specified time (with results of 6 attacking
first, 5 second, etc.).

If an AP number is greater than 6, a second attack by that
character or monster is possible. The first attack is executed
ahead of any “1-6” results (see the preceding paragraph). Then
12 is subtracted from the initial roll, yielding a result of -5 or
greater, and another d6 is rolled. If the sum of those two results
is greater than zero, the number is then treated like any other
AP roll and given its place in the sequence of attacks during that
round. With this system, a third attack is theoretically possible
for those with high AP modifiers (+7 or greater).

Example: Our fifth-level fighter, Glandor Trollslayer, has calculated
his attack priorities and written them on his character
sheet; +1/+2 (closing/in-range) for his mace and 0/+4 for his
dagger. Using his dagger in range (+4 AP) gives him a chance at
two attacks per round. If Glandor rolls a 5, for instance, this
would be modified to 9. He will attack at feast once in this round,
ahead of any figures with lower AP numbers than 9. Then he
rolls a second time. The DM subtracts 12 from Glandor’s original
AP number and adds this number (9 minus 12, or -3) to the
result of the second die roll. If Glandor rolls 1-3 on the second
die, he gets no second attack. On a result of 4, he would be
allowed to attack again, with a priority of 1 (the lowest possible)
on the second attack; a roll of 5 or 6 would allow a second attack
at a priority of 2 or 3, respectively. Note that a modified result of
0 on this second roll does not give Glandor a second attack.

Interpreting the closing modifier
The implementation of the system differs slightly when closing
modifiers are in use. An AP number of zero or less when
closing indicates that the figure was not able to get into range to
use his weapon and is therefore still considered to be closing
when the next round begins. An AP number from 1-6 inclusive,
when closing, is used to determine when a figure has closed to
within range and is eligible to make an attack; the figure is then
considered in range (able to hit its opponent) for all subsequent
attacks until melee is broken off by one or the other. An AP
number greater than 6 can render a second attack possible
during the round of closing, as with in-range fighting.
In this system, movement and range take on a greater importance.
A figure that is out of range obviously cannot attack until
it moves into range (using its closing modifer until the round
after this occurs). It is possible for one combatant to be in range
while the other is still out of range and attempting to close.
(This depends primarily upon weapon length.)

Charging
If a character using a short weapon wishes to close quickly
regardless of the consequences, he can charge into combat
rather than use the cautious approach implied by the Attack
Priority System. Charging doesn’t alter the figure’s AP number,
but this tactic does move the figure into range to fight. (Flying in
to attack counts as charging for these purposes.) Of course,
this reckless movement gives the opponent a free swing, at a
target that’s relatively easy to hit. As stated in the DMG, the act
of charging into combat allows a stationary opponent +1 on his <>
“to hit” roll and eliminates any defensive dexterity bonuses that
would otherwise be due to the charging figure. Each player
must decide whether his character will charge or approach
cautiously before rolling the initiative die.

Fending
Another maneuver allowed for in the Attack Priority System
is Fending. This is the process of holding an opponent at bay
with a longer weapon — and it can only be attempted when the
figure trying to fend is wielding a longer weapon than his
opponent. The wielder of the longer weapon forfeits the opportunity
for a full-fledged attack while fending, but the tactic may
enable him to prevent his opponent from striking at all. To
simulate this in game terms, a character may choose to fend off
any single opponent that is trying to close with him (the tactic
only applies when both combatants are using closing modifiers)
by subtracting any AP bonuses he is entitled to for weapon
length, body size, and experience level from his opponent’s AP
roll instead of adding them to his own roll. Obviously, a figure
with negative modifiers in one or more of these categories
would be ill advised to attempt a fending maneuver, since these
figures would translate into bonuses for the opponent. And
note that a figure’s dexterity bonus, if one applies, is not converted
to a penalty for the foe.

Using these numbers as penalties for the opponent instead of
bonuses for the fender increases the chance that the opponent
will have a negative AP modifier, making it more likely that the
opponent’s resulting AP number (figuring in the usual d6 roll)
will be zero or negative. As stated above, a figure with a negative
or zero AP number when closing is considered to be still out
of range at the start of the subsequent round. So, although the
opponent is trying to close, the fender has succeeded in keeping
his foe out of range. The opponent won’t be able to get in a
blow until he gets lucky (makes a higher die roll), or until the
fending maneuver is discontinued.

Fending may be attempted with any weapon, as long as the
length of the fender’s weapon is greater than the length of the
opponent’s weapon. Regardless of the effect (if any) on the
opponent’s AP number, the act of attempting to fend always
incurs a 10% (-2) penalty on the “to hit” roll for the figure doing
the fending. An attempt to fend will always fail (having no
adverse effect on the opponent’s AP) if the character doing the
fending has a shorter weapon than his opponent, and in such a
case the -2 penalty “to hit” will still apply.

Note that an alert character may elect to attack the weapon
being used to fend, in lieu of a direct attack on the holder of the
weapon. In this case, a successful “to hit” roll, considering the
weapon as armor class 8 (since the weapon is relatively stationary
and easy to make contact with), indicates that the fending
maneuver has been neutralized.

Retreating and Pressing
Since range is always important, and even more so with this
system, it is necessary to allow for the possibility of a combatant
retreating from melee. This tactic can permit a figure with a
longer weapon to move out of range of an opponent, trying to
gain a tactical advantage. Providing for this occurrence makes
two further moves essential to the system: Retreat and Press.
In the Retreat mode, a figure attempts to get out of an opponent’s
effective range — without actually turning and fleeing.
Backpedaling in this fashion makes it harder to launch an
attack, so this mode earns the retreater a -1 penalty on Attack

Priority and a -1 on the “to hit” roll. One melee round of retreat
will move a figure backward a distance of 1-6 feet (roll d6) plus
half his movement allowance. Movement of a shorter distance
is possible if the figure desires it (or if there is a wall in the way).
Moving backward at fairly high speed while engaged in combat
isn’t very easy, so the retreater also has a 5% chance per round
(non-cumulative) of tripping during this maneuver.
The figure who finds his opponent slipping away from him by
retreating will then have to move in (using a closing modifier
once again) to continue his assault. This can be a problem if the
attacker is wielding a dagger and the opponent with a polearm
keeps retreating out of range and fending. To avoid this occurrence,
the figure with the dagger can use the Pressing maneuver
once he has closed within range. Pressing allows him to
attempt to keep up with a retreating opponent to continue his
attack. The movement rate of a pressing figure in a given round
is half his normal movement rate plus a 1-4 feet. The act of
pressing incurs a -1 penalty “to hit,” so it should usually only be
used on retreating opponents (who are also -1 “to hit,” as well
as -1 on Attack Priority, because they are retreating).
 
 

ATTACK PRIORITY MODIFIERS

A. Closing modifiers for figures with weapons


 
Modifier Weapon length Dexterity Size Hit dice*
-3 0 to 1' -- -- -- -- -- --
-2 1 + to 2' 3-4 -- -- -- --
-1 2+ to 3' 5-7 S up to 1-1
0 3+ to 5' 8-14 M 1-3+
+1 5+ to' 15-17 L 4-7+
+2 6+ to 7' 18+ -- -- 8-11+
+3 Over 7' -- -- -- -- 12-15+
+4 -- -- -- -- -- -- 16 or more

* -- The "hit dice" column is used for monsters only;
members of character classes (player characters and NPCs) receive an additional +1 to their Attack Priority modifiers (both closing and in-range) for each new weapon proficiency "step" that character has attained.
Those "steps" are as follows:
    Cleric, thief, or assassin: 5th level (+1), 9th level (+2), 13th level (+3), and so on.
    Druid: 6th and 13th.
    Fighter, ranger, or paladin: 4th, 7th, 10th, etc.
    Magic-user or illusionist: 7th, 13th, 19th, etc.
    Monk: 3rd, 5th, 7th, 9th, etc.

B. Closing modifiers for monsters with natural weapons
    Hooves (weapons at the end of a lower appendage) or bite (from a jaw): -4
    Claws (weapons at the end of an upper appendage) or horns (on the head): -3
    Stinger (on the tail) or short tentacles (such as those of a mind flayer or carrion crawler): -2
    Long tentacles (such as those of an octopus or displacer beast): No penalty to closing modifier

C. Special closing modifiers
    Using the "wrong" hand (left for a right-hander, and vice versa) when attacking: -1
    While retreating (if the retreat has taken the character out of range): -1
    Fighting on water or underwater (for non-aquatic creatures): -2
    Very large creatures (dragons, some dinosaurs, etc.): +2
    Able to strike from a distance (snakes, giant toads, giant snapping turtles): +2
    Exceptionally vicious, mean, and nasty (demons, devils, trolls, wolverines): +1
    Quick or agile monsters (cat-like creatures, giant otters, brownies, sprites): +1
    Slow or ponderous creatures (zombies, mummies, golems): -1

D. In-range modifiers for figures wielding weapons

Strength modifiers:
    Strength of 3 to 5: +20% to speed factor
    Strength of 6 to 8: +10%
    Strength of 9 to 13: no adjustment
    Strength of 14 to 16: -10%
    Strength of 17 to 18(75): -20%
    Strength of 18(76) to 18(00): -30%
 
 
Modifier Weapon Speed Dexterity Hit Dice*
-3 11+ -- -- -- --
-2 9-10 3-4 -- --
-1 7-8 5-7 up to 1-1
0 5-6 8-14 1-3+
+1 3-4 15-17 4-7+
+2 2 18+ 8-11+
+3 1 -- -- 12-15+
+4 -- -- -- -- 16 or more

* -- This column applies to monsters only;
for PCs and NPCs,
use the modifiers for "steps" in weapon proficiency,
as given <below>.

    Cleric, thief, or assassin: 5th level (+1), 9th level (+2), 13th level (+3), and so on.
    Druid: 6th and 13th.
    Fighter, ranger, or paladin: 4th, 7th, 10th, etc.
    Magic-user or illusionist: 7th, 13th, 19th, etc.
    Monk: 3rd, 5th, 7th, 9th, etc.

E. In-range modifiers for monsters with natural weapons
    Bite (from a jaw): No adjustment
    Stinger (on the tail), horns (on the head), or long tentacles (such as those of an octopus or displacer beast): +1
    Hooves (at the end of a lower appendage) or short tentacles (such as those of a mind flayer or carrion crawler): +2
    Claws (at the upper end of an appendage): +3

F. Special in-range modifiers
    Using the "wrong" hand (left for a right-hander, and vice versa) when attacking: -1
    While retreating: -1
    Fighting on water or underwater: -2
    Exceptionally vicious, mean, and nasty: +1
    Quick or agile monsters: +1
    Slow or ponderous creatures: -1

Magic items and monsters
Besides allowing for more precision and more freedom for
characters and monsters in mêlée, the Attack Priority System
also opens up other possibilities. New magic items may be
devised that can alter the Attack Priority of either the wielder or
the opponent. A sword of speed, for instance, could be a
longsword, +2 to hit and +1 to AP. Similarly, a spear of fending
would magically interpose itself to give any closing opponent a
-2 AP adjustment, in addition to normal modifiers for closing,
whether the wielder was attempting to fend or not.
Naturally, if characters get to increase their capabilities,
monsters must follow suit to keep up. Monsters of high level (hit
dice) get bonuses to their initiative rolls, just as high-level
characters do. In addition, creatures with unusual aggressiveness,
dexterity, and/or other skills that affect combat ability
also get benefits for those characteristics — or penalties, if
those characteristics are below the norm.

Natural weapons are a disadvantage to those relying on them
in terms of initiative, especially in closing. Creatures using
tooth and claw must brave the opponent’s weapons before the
opponent is within killing range. Claws have a “weapon length”
of 0, but they make up for this with a “speed factor” of 1 (the
fastest possible). For bite weapons, a general closing modifier
of -4 is assigned (since the head must be fully exposed), and a
weapon speed of 7 seems accurate. The poor attack priority
this combination produces can help explain why some intelligent
monsters give up a potentially good, natural attack (one
able to cause a lot of damage) in favor of a weapon, which might
have lower damage potential but a much better Attack Priority
rating.

In this system, monsters are individualized. The speed of a
monster’s attack and the tactics it uses become important factors
in deciding how to attack it and how it will attack. Attack
Priority values for the creatures in the Monster Manual, and the
methods used for their calculation, are given in the tables at the
end of this article. Missile weapons, gaze attacks, breath weapons,
and other such attack forms are not accounted for in this
system, since they are not melee weapons.

Felonius resurrected
Now let’s go back and look at the fight between Felonius
Shortstrider and the gnoll, as events would unfold using the
Attack Priority System, using the same die rolls as in the opening
example.

Before the combat begins, Felonius has calculated his AP
modifiers and written them, with his weapon characteristics, on
his character sheet. When closing, he has a -1 modifier (-1 for a
short sword, -1 for being smaller than man-sized and +1 for his
dexterity of 16). In range he fares a bit better, with a +2 adjustment
(+1 for weapon speed and +1 for dexterity). The gnoll’s
modifiers are also calculated ahead of time. With only two hit
dice, he has no advantages for level. When closing, he is +1 for
being larger than man-sized and +2 for the length of his twohanded sword, or +3 altogether. In range, the big sword is
rather unwieldy (weapon speed of 10), and so the gnoll has a -2
modifier.

As the opponents approach each other, neither charging, the
first melee round of contact uses the closing modifiers. The
halfling rolls a 3, as before, which modifies to a 2 (with his -1
closing modifier). The gnoll rolls a 2, but this becomes a 5 after
his +3 closing modifier is applied. The gnoll gets the first swing,
but Felonius also moves into range for attacks in subsequent
rounds, since his initiative roll including the closing modifier
was greater than zero. (If Felonius had rolled a 1 for initiative,
this would have been modified to a result of 0, and the halfling
would still be out of range at the start of the second round of
combat.)

If the gnoll had used sharper tactics, the monster could have
fended the halfling off by choosing to apply his +3 modifier
against Felonius’s closing roll, which in this case would have
given his shorter opponent a net -1. (Fortunately for the halfling, the gnoll isn’t very bright.)
They both missed on the first swing, so the second round
begins with new initiative rolls. Felonius gets a 5, which added
to his +2 in-range modifier gives him an AP of 7. The gnoll rolls a
2, adjusted by his -2 modifier to a result of zero. This means that
Felonius can swing at least once (hitting the gnoll for 5 points of
damage, as in the first example), and rolls again for the possibility of a second swing, since his AP number was more than 6.
This second roll is made at a -5 modifier (7 minus 12) so he
must roll a 6 to get a second attack with a priority of 1. His
second roll is only a 3, so he doesn’t get a second attack this
round. The gnoll, with a zero AP, gets an attack only at the very
end of the round. As in the previous example, Felonius is hit by
this strike, for 4 points of damage.

In the third round, the gnoll decides to retreat and attack at
the same time, so his net modifier is -3 (-2 in-range and another
-1 for retreating). Felonius doesn’t think to press, instead
attacking normally. When the gnoll rolls a 5, his AP becomes 2.
Felonius’ roll of 1 converts to an AP of 3, so again the halfling
swings first. He hits the gnoll once more, doing 5 points of
damage and killing the unfortunate monster. (If the gnoll had
survived this round, the halfling would be out of range to start
the next round, because of the gnoll’s retreat, and the use of the
combatants’ closing modifiers would again have given the gnoll
an advantage.)

Melee becomes more than die rolls



It still might not be wise for a halfling fighter-thief in leather
armor to take on a gnoll, but this example illustrates the benefits of using the Attack Priority System. The size, dexterity, and
movement abilities of the combatants all play a part in deciding
the outcome of the melee, not just their armor classes and “to
hit” probabilities. Although this system doesn’t result in large
changes in the flow of combat or greatly affect the odds of one
character beating a particular monster, it does allow a player or
DM to fit a character’s or monster’s weapons and fighting style
to the figure’s abilities, further allowing him to use his attributes
and minimize the effects of his weaknesses.

Use of this system will give the players and the DM a better
feel for the realities of combat. Characters and NPC’s should
now choose weapons more carefully, with strength and dexterity becoming more of a factor. Stronger characters can handle
larger weapons more easily, and more dexterous ones will
attack more rapidly and more often than their larger, clumsier
foes. Spears and polearms take on their proper roles in holding
foes at bay, fighting larger monsters and preventing charges.
Movement in melee will now reflect the differences in weapons
and skills. In other words, melee can become more than just a
series of die rolls as players and monsters maneuver to utilize
their weapons to their fullest potential. A more interesting and
realistic simulation of melee is obtained by simply combining
the appropriate modifiers with the initiative roll.

MONSTER ATTACK PRIORITIES
Attack Priority modifiers for all creatures in the Monster
Manual are given in the following table. The AP numbers
were calculated according to the procedures described in
the accompanying article, incorporating into the final
number(s) any bonuses and/or penalties (which may be
mentioned in the right-hand column) for a monster’s special characteristics.
Numbers in parentheses are adjustments to be applied
“by weapon type,” used for monsters that can and do
employ a variety of hand-held weapons. For such monsters, the DM must calculate a final AP number after
determining how the monster is armed.
For size L weapon-using creatures, the standard weapon speed factors have been used (without adjusting for a
monster’s actual or estimated strength), on the assumption that a relatively large-sized weapon will be used by a
size L monster, so that the weapon’s larger size effectively

cancels out the strength advantage that would otherwise
apply if the monster was using a normal-sized weapon
(such as that used by size M or S figures) of the same sort.
An AP number in front of a slash (/) is a closing modifier; one following a slash is an in-range modifier. Pairs of
numbers separated by a double slash (//) are for creatures of varying characteristics, such as the three sets of
numbers for the anhkheg: -3/0 for those of 3 hit dice, -2/+1
for those of 4-7 hit dice, and -1/+2 for those of 8 hit dice. A
hyphen (-) in place of a closing modifier indicates that the
attack mode in question cannot be used when closing.

Except where specified otherwise, AP numbers given
are for an “ordinary” creature of the listed type. Special
properties that may apply to individual monsters (above
average size, below average movement rate, etc.) because
of that monster’s individuality, or because of the circumstances, must be accounted for by the DM.
 
Monster Weapons and modifiers Special adjustments and comments
Aerial servant Grasp: +3/+8 +1 for quickness
Anhkheg Bite: +3/0 // -2/+1 // -1/+2 for HD of 3 // 4-7 // 8
Ant, giant Bite: -5/0 -1 closing for small size
Ape, gorilla 2 hands: -2/+4; Bite: -3/+1 --
Ape, carnivorous 2 hands: -1/+4; Bite: -2/+1 --
Axe beak 2 claws: -2/+3; Beak: -2/+1 +1 for dexterity but -1 to claws for difficult use
Baboon Bite: -4/+1 +1 for viciousness
Badger 2 claws: -2/+5; Bite: -3/+2 +2 for quickness
Badger, Giant 2 claws: -1/+5; Bite: -2/+2 +2 for quickness
Baluchitherium 2 hooves: 0/+5 usually employs charge and trample attack
Barracuda Bite: -4/+1 // -3/+1 // -2/+1 +1 for speed; closing modifier varies by HD (1 // 2 // 3)
Basilisk Bite: -4/0 -1 for slowness
Bear, Black 2 claws: -3/+3; Bite: -4/0 --
Bear, Brown 2 claws: -1/+4; Bite: -2/+1 --
Bear, Cave 2 claws: -1/+4; Bite: -2/+1 --
Beaver, Giant Bite: -3/+1 --
Beetle, Bombardier Horns: -3/+1 --
Beetle, Boring Bite: -2/+1 --
Beetle, Fire Bite: -5/0 --
Beetle, Rhinoceros Horn: +1/+4; Bite: 0/+3 --
Beetle, Stag 2 horns: -1/+2; Bite: -2/+1 --
Beetle, Water Bite: -2/+1 --
Beholder Bite: -2/+2 -1 for slow reactions
Black Pudding “Bite”: -4/+1 // -3/+1 -1 for slowness; closing modifier varies by size (5-6’ // 7-8’)
Blink Dog Bite: -2/+2 +1 for quickness
Boar, Giant Tusks: +1/+4 +1 for aggressiveness; usually charges into combat
Boar, Wild Tusks: -2/+2 +1, as for giant boar
Boar, Warthog Tusks: -3/+1 not as aggressive as other boars
Brownie Short sword: -1/+2 +2 for high dexterity, -1 to closing for size
Buffalo 2 hooves: -2/+3 often charges into combat
Bug bear Bite: -3/0; By weapon type: (+1/0) --
Bulette 2 claws: 0/+5; Bite: -1/+2 --
Bull 2 horns: -1/+2 often charges into combat
Camel, Wild Bite: -3/0 --
Carrion Crawler 8 tentacles: -2/+2 should be rolled together
Cattle, Wild — — (no normal attack) attack only on charge (stampede)
Centaur By weapon type: (+3/+2) +1 for quickness
Centipede, Giant Bite: -5/0 +1 for aggressiveness; often charges
Cerebral Parasite — — (no melee attack) --
Chimera 2 claws: 0/+5; 2 horns: 0/+3
Lion bite: -1/+2; Dragon bite: 0/+2
--
Cockatrice Beak: -4/+1 -1 to closing for small size
Couatl Bite: -2/+2; Constrict: -3/+2 --
Crab, Giant 2 claws: -1/+3 +1 to closing for long claws
Crayfish, Giant 2 claws: 0/+4 +1 to closing for long claws
Crocodile Bite: -3/0; Tail: -1/+1 --
Crocodile, Giant Bite: -2/+1, Tail: +1/+2 --
DEMONS:  -- All demons get +1 for aggressiveness in addition to other adjustments
Demogorgon Tail: +6/+8; 2 tentacles: +8/+8 +2 beyond other bonuses
Juiblex Lash: +6/+7 +1 for quick attack
Manes 2 hands: -3/+4; Bite: -4/+1 --
Orcus Tail: +6/+8; 2 fists: +4/+9; 
By weapon type: (+7/+6)
+1 beyond other bonuses, +2 with tail (high dex)
Succubus 2 claws: -1/+5 --
Type I 2 claws: +1/+6; Bite: 0/+3; 
2 claws (feet): -1/+4
second set of claws are -2 (harder to use)
Type II 2 claws: +1/+6; Bite: 0/+3 --
Type III 2 hands: +1/+6; Bite: 0/+3; 
2 pincers: +2/+6
pincers have additional +1 to closing for length
Type IV 2 claws: +1/+6; Bite: 0/+3 --
Type V Tail constriction: +1/+3; 
By weapon type x6: (+4/+3)
constriction is as tail (stinger) but at -1
Type VI Sword: +6/+3; Whip: +7/+2 --
Yeenoghu Flail: +7/+6 +1 beyond other bonuses
DEVILS:  -- All devils get at least +1, in addition to other bonuses, for aggressiveness.
Asmodeus Rod: +10/+8 +2 beyond other bonuses
Baalzebul Bite: +3/+7 +1 beyond other bonuses
Barbed 2 claws: 0/+6; Tail: +1/+4 --
Bone Hook: +6/+3 hook is over 7’ long
Dispater Rod: +7/+7 +1 beyond other bonuses; treat rod as 6’+ quarterstaff
Erinyes Dagger: 0/+4 --
Geryon 2 hands: +4/+9; Tail: +5/+7 +1 beyond other bonuses
Horned 2 claws: 0/+5; Bite: -1/+2; 
Tail: +1/+3; Fork: +6/+2; Whip: +7/0
--
Ice 2 claws: +1/+6; Bite: 0/+3; 
Tail: +2/+4; Spear: +8/+2
--
Lemure Bite: -3/+1 --
Pit Fiend Ancus: +7/+3; Club: +5/+5; 
Tail constriction: +3/+5
assume ancus is 6’ long, speed factor 8
DINOSAURS: -- Most are +2 to closing modifier for their great size.
Anatosaurus Tail: +2/+3 -1 overall; herbivore
Ankylosaurus Tail: +2/+3 --
Antrodemus 2 claws: +2/+6; Bite: +1/+3 --
Apatosaurus Bite: +1/+3 -1 overall; herbivore
Archelon lschyras Bite: -2/+1 --
Brachiosaurus Bite: +1/+3 -1 overall; herbivore
Camarasaurus Bite: 0/+2 -2 overall; skittish herbivore
Ceratosaurus 2 claws: 0/+5; Bite: -1/+2 only +1 to closing for size
Cetiosaurus Bite: +1/+3 -1 overall; herbivore
Dinichtys Bite: 0/+2 --
Diplodocus Bite: +1/+3 -1 overall; herbivore
Elasmosaurus Bite: +3/+4 +1 overall for aggressiveness; +1 to closing for long neck
Gorgosaurus 2 claws: +3/+7; Bite: +2/+4 +1 overall for aggressiveness
Iguanadon 2 thumb spikes: 0/+4; Tail: +1/+2 --
Lambeosaurus Bite: 0/+2 -1 overall; herbivore
Megalosaurus Bite: +1/+3 --
Monoclonius Bite: 0/+2 aggressive herbivore
Mosasaurus Bite: +1/+3 --
Paleoscincus Tail: +2/+3 --
Pentaceratops 2 horns: +2/+4; Bite: +1/+3 aggressive herbivore
Plateosaurus —— (no melee attack) --
Plesiosaurus Bite: +8/+5 +1 overall for great aggressiveness, plus extra +1 to closing
Pteranodon Beak: -2/0 treat dive as charge
Stegosaurus Tail slash: +5/+4 orients tail to enemy (extra +1 to closing)
Styracosaurus Bite: 0/+2 likely to charge
Teratosaurus 2 claws: +1/+5; Bite: 0/+2 --
Triceratops Large horn: +4/+4; Small horn: +3/+5;
Bite: +2/+4
large horn has extra +1 to closing, -1 to in-range
Tyrannosaurus 2 claws: +3/+8; Bite: +2/+5 +1 for ferocity

 
 
Monster Weapons and modifiers Special adjustments and comments
Displacer Beast 2 tentacles: +3/+3 +1 overall for quickness
Djinni Hands: -1/+4; By weapon type: (+2/+1) -
Dog, War Bite: -3/+1 +1 for training & quickness
Dog, Wild Bite: -4/0 -
Dolphin Bite: -3/+1 +1 for underwater speed
Doppleganger Bite:-3/+1; By weapon type: (+1/+1) --
DRAGONS: -- Included in the figures given are +2 to closing for the bite attacks and +1 to closing for claws (the claws are
harder to use). Figures given are for small to average-sized dragons of ages Young Adult to Old (inclusive); adjust for
other ages and sizes as follows: Very Young, -2; Young and Sub-Adult, -1; Very Old and Ancient, +1; Singular forms
(Tiamat and Bahamut), +2; huge size, +1 (in-addition to age adjustment).
Black Dragon 2 claws: -1/+4; Bite: -1/+1 --
Blue Dragon 2 claws: 0/+5; Bite: 0/+2 --
Brass Dragon 2 claws: -1/+4; Bite: -1/+1 --
Bronze Dragon 2 claws: 0/+5; Bite: 0/+2 --
Chromatic Dragon Tail stinger: +6/+7
5 bites: +4/+6 each
stinger is +2 to closing
Copper Dragon 2 claws: -1/+4; Bite: -1/+1 --
Gold Dragon 2 claws: 0/+5; Bite: 0/+2 --
Green Dragon 2 claws: -1/+4; Bite: -1/+1 --
Platinum Dragon 2 claws: +4/+9; Bite: +4/+6 --
Red Dragon 2 claws: 0/+5; Bite: 0/+2 --
Silver Dragon 2 claws: 0/+5; Bite: 0/+2 --
White Dragon 2 claws: -1/+4; Bite: -1/+1 --
Dragonne 2 claws: 0/+5; Bite: 0/+2 --
Dragon Turtle 2 claws: +2/+6; Bite: +1/+3 +2 to closing modifier for size
Dryad Dagger: -2/+2 --
Dwarf By weapon type as for characters
Eagle, Giant 2 claws: -2/+4; Beak: -3/+1 treat dive as charge
Ear Seekers ——  (no melee attack) --
Eel, Electric Bite: -4/0 --
Eel, Giant Bite: -3/+1 --
Eel, Weed Bite: -4/-1 +2 to closing for quick attack
Efreeti Hands: 0/+5; By weapon type: (+3/+2) --
ELEMENTALS: -- The figures given below are calculated for elementals conjured through a staff. Add (+1/+1) for those
conjured through a device or (+2/+2) for those brought forth by a spell. The strike of an elemental is difficult to equate to
other forms of attack. For the purpose of calculations it is assumed that they use a projection similar to an arm to hit an
opponent. All elementals have a -1 modifier for being “out of their element,” assuming they are encountered on the
Prime Material Plane.
Air Elemental 1 strike: +1/+6 +1 for speed
Earth Elemental 1 strike: -1/+4 -1 for lack of speed
Fire Elemental 1 strike: 0/+5 --
Water Elemental 1 strike: 0/+5 --
Elephant, either kind 2 tusks: +1/+3; 
Trunk: +1/+4; 2 front feet: 0/+2
tusks have an extra +1 to closing for length
Elf By weapon type as for characters
Ettin 2 spiked clubs: +3/+3 other weapons at (+3/+2)
Eye, Floating —— (no melee attack) --
Eye of the Deep 2 pincers: 0/+5; Bite: -1/+2 -1 for slow reactions; add +1 for 12 HD type
Flightless Bird Peck: -3/0; Kick: -3/+3 +1 to closing on peck for long neck
Frog, Giant Tongue: +2/+1 // +3/+1 // +4/+1 modifier for closing varies with HD: 1 (S) N 2 (M) // 3 (L)
Frog, Killer 2 claws: -4/+4; Bite: -4/+1 small but aggressive; +1 to in-range
Frog, Poisonous Bite: -5/0 -1 to closing for small size
Fungi, Violet 1-4 branches: -/0 no attack until in range
Gar, Giant Bite: -2/+2 --
Gargoyle 2 claws: -2/+4; 
Bite: -3/+1; Horn: -2/+2
--
Gas Spore —— (no melee attack) --
Gelatinous Cube Touch: -5/-1 no active attack
Ghast 2 claws: -2/+4; Bite: -3/+1 nausea gives opponent -1
Ghost Touch: -1/+5 --
Ghoul 2 claws: -3/+3; Bite: -4/0 --
GIANTS: -- All of the modifiers below are computed at the lowest possible levels; for giants of greater than the minimum
number of hit dice, adjust the modifiers upward accordingly.
Cloud Giant Great club: +7/+3;
Other weapons: (+4/+3)
+1 to both modifiers if 16 HD or more
Fire Giant Huge Sword: +7/+1;
Other weapons: (+4/+3)
+1 to both modifiers if 16 HD or more
Frost Giant Great axe: +5/0; Other weapons: (+3/+2) +1 to both modifiers if 12 HD or more
Hill Giant Club: +5/+2; Other weapons: (+3/+2) --
Stone Giant Stone Club: +5/+2;
Other weapons: (+3/+2)
+1 to both modifiers if 12 HD or more
Storm Giant By weapon type: (+5/+4) --
Gnoll Bite: -3/0; By weapon type: (+1/0) --
Gnome By weapon type: (-1 /0) +1 for individuals over 1 HD
Goat, Giant Horns: -3/+1 often charges
Goblin Bite: -6/-1; By weapon type: (-2/-1) +1 to both for leader types
Golem, Clay Fist: 0/+6 --
Golem, Flesh 2 fists: 0/+6 --
Golem, Iron Sword: +4/+3 -1 to both modifiers for slowness
Golem, Stone Fist: 0/+6 -1 to both modifiers for slowness
Gorgon Horns: 0/+3 --
Gray Ooze Strike: +1/0 or +2/0 depends on size
Green Slime —— (no melee attack) --
Griffon 2 claws: -1/+4; Bite: -2/+1 --
Groaning Spirit Touch: -2/+4 --
Halfling By weapon type: (-2/-1) -1 to closing for small size; +1 for individuals over 1 HD
Harpy 2 claws: -3/+3; Club: 0/0;
Other weapons: (0/0)
--
Hell Hound Bite: -3/+1 --
Herd Animal (calculate separately for each type) --
Hippocampus Bite: -3/+1 --
Hippogriff 2 claws: -2/+3; Bite: -3/0 --
Hippopotamus Bite: -2/+1 -1 for slowness
Hobgoblin Bite: -4/0; By weapon type: (0/0) chiefs are +1 overall
Homonculous Bite: -5/0 -1 to closing for size
Horse, any kind 2 hooves: -2/+3; Bite: -3/0 --
Hydra (per head) Bite: -2/+1 +1 overall for 8-11 heads, +2 overall for 12 heads
Hyena Bite: -3/+1 +1 for aggressiveness
Hyena, Giant Bite: -1/+2 +1 for aggressiveness
Imp Tail: -2/+2 +1 for quickness, -1 to closing for size
Intellect Devourer 4 claws: -1/+4 +1 to closing for leap
Invisible Stalker Strike: 0/+5 --
Irish Deer 1 or 2 horns: 0/+1 +1 to closing, -1 to in-range for very large horns
Ixitxachitl Bite: -4/0 --
Jackal Bite: -6/-1 -1 to closing for small size
Jackalwere Bite: -4/+1 uses weapons in human form
Jaguar 2 claws: -1/+4; Bite: -2/+1;
2 rear claws: -/+3
rear claws only used when in range
Ki-rin 2 hooves: 0/+5; Horn: +1/+3 --
Kobold Bite: -6/-1; By weapon type: (-2/-1) -1 to closing for small size
Lamia Dagger: 0/+4 --
Lammasu 2 claws: 0/+5 +1 for quickness
Lamprey Bite: -5/0 -1 to closing for small size
Lamprey, Giant Bite: -3/+1 --
Larva Bite: -4/0 --

 
Monster Weapons and modifiers Special adjustments and comments
Leech, Giant — — (no normal melee attack) --
Leopard 2 claws:-2/+4; Bite: -3/+1;
2 rear claws: -/+3
+1 for quickness; rear claws used only when in range
Leprechaun —— (no melee attack) --
Leucrotta Bite:-2/+1; 2 hooves: -/+4 hooves used only for retreat
Lich Touch: -1/+5 higher HD are better
Lion 2 claws: 0/+5; Bite: -1/+2;
2 rear claws: -/+4
+1 overall for quickness; rear claws used only in range
Lion, Mountain 2 claws: -2/+4; Bite: -3/+1;
2 rear claws: -/+3
same as for lion
Lion, Spotted 2 claws: 0/+5; Bite: -1/+2
2 rear claws: -/+4
same as for lion
Lizard, Fire 2 claws: 0/+4; Bite: -1/+1 -1 overall for slowness, +2 to closing for large size
Lizard, Giant Bite: -3/0 --
Lizard, Minotaur 2 claws: 0/+4; Bite: -1/+1 -1 for slowness, +2 to closing for large size
Lizard, Subterranean Bite: 0/+2 +1 overall for aggressiveness, +2 to closing for large size
Lizard Man 2 claws: -3/+3; Bite: -4/0;
Club: 0/0
--
Locathah By weapon type: (0/0) fights underwater
Lurker Above —— (no normal melee attack) drop and constrict only
LYCANTHROPES: -- For shape-changers in human form, attacks will be by weapon type with adjustments according to
the level/HD of the creature.
Werebear 2 claws: -1/+4; Bite: -2/+1 --
Wereboar Tusks: +1/+4 +1 overall for aggressiveness
Wererat Sword: 0/0 // -1/0 for rat-man // rat-like forms
Weretiger 2 claws: 0/+5; Bite: -1/+2;
Rake (rear claws): -/+4
+1 for quickness; rear claws only used in range
Werewolf Bite: -3/+1 --
Lynx, Giant 2 claws: -1/+4; Bite: -2/+1;
2 rear claws:-/+3
+1 overall for quickness; +1 to closing for leap
Mammoth 2 tusks: +3/+4; Trunk: +2/+5;
2 front feet: 0/+3
tusks have an extra +2 to closing for length
Manticore 2 claws: 0/+5; Bite: -1/+2 +1 for quickness
Masher Bite: -1/+2; Spines: -/0 spines only used in range
M a s t o d o n 2 tusks: +2/+4; Trunk: +2/+5;
2 front feet: 0/+3
tusks have an extra +1 to closing for length
Medusa Asp bite: -2/+1 asps have 1’ range
Men By weapon type and HD berserkers get +2 when enraged
Merman By weapon type: (0/0) --
Mimic pseudopod: -/+2 no strike if not in range; +1 more if HD 8+
Mind Flayer 4 tentacles: 0/+4 --
Minotaur Butt: -1/+2; Bite: -2/+1;
Flail: +2/+1; Axe: +3/0
other weapons possible at (+2/+1)
Mold, Brown —— (no melee attack) --
Mold, Yellow —— (no melee attack) --
Morkoth Bite: -3/+1 --
Mule 2 hooves: -2/+3; Bite: -3/0 --
Mummy Arm smash: -3/+3 -1 for slow attack
Naga, Guardian Bite: 0/+2; Constrict: -1/+1 +1 to all attacks if 12 HD; +1 to closing for bite
Naga, Spirit Bite: 0/+2 +1 to closing for bite
Naga, Water Bite: -2/+1 +1 overall if 8 HD; +1 to closing for bite
Neo-Otyugh 2 tentacles: +4/+4; Bite: 0/+4 +1 for aggressiveness, +1 overall if 12 HD
Night Hag Bite: -2/+2 --
Nightmare 2 hooves: -1/+4; Bite: -2/+1 --
Nixie By weapon type: (-2/-1) -1 to closing for small size
Nymph — — (no melee attack) --
Ochre Jelly Touch: -3/+3 -1 for slowness
Octopus, Giant 6 tentacles: +3/+3; Bite: -2/+1 bite is -1 for difficulty of use
Ogre Fist: -1/+4; By weapon type: (+2/+1) --
Ogre Mage Fist: -1/+4; By weapon type: (+2/+1) leaders are +1 overall
Orc By weapon type as for characters
Otter, Giant Bite: -1/+2 +1 for quickness
Otyugh 2 tentacles: +1/+2; Bite: -3/+1 +1 to closing if size L; +1 if 8 HD
Owl, Giant 2 talons: -1/+4; Beak: -3/+1 talons are +1 to closing
Owl bear 2 claws: 0/+5; Beak: -1/+2 +1 overall for aggressiveness
Pegasus 2 hooves: -1/+4; Bite: -2/+1 --
Peryton Horns: -2/+2 usually charges into melee
Piercer -- (treat as missile weapon --
Pike, Giant Bite: -2/+1 --
Pixie By weapon type: (-2/-1) -1 to closing for small size
Porcupine, Giant Bite: -3/0 -1 overall; not aggressive
Portuguese Man-O-War — — (no active attack) --
Pseudo-Dragon Bite: -5/0; Tail: -3/+1 -1 to closing for small size
Purple Worm Bite: 0/+2; Tail: +1/+3 -1 overall for slow attack
Quasit 2 claws: -3/+4; Bite: -4/+1 +1 overall for quickness
Rakshasa 2 claws: -1/+5; Bite: -2/+2 +1 overall for quickness
Ram, Giant Butt: -1/+2 often charges to attack
Rat, Giant Bite: -6/-1 -1 to closing for small size
Ray, Manta Bite: -1/+2; Tail: +1/+3 --
Ray, Pungi — — (no normal attack) --
Ray, Sting Tail spine: -1/+1 --
Remorhaz Bite: +1/+1 +4 to closing for size, speed; +5 for 8+ HD, +6 for 12+ HD
Rhinoceros Horn: 0/+3 often charges to attack
Rhinoceros, Woolly Horn: +1/+4 +1 for aggressiveness
Roc 2 talons: +3/+7; Beak: +2/+4 +2 to closing for huge size
Roper 6 strands: +5/+3; Bite: -2/+1 -1 on bite; +2 to closing on strands; +1 overall if 12 HD
Rot Grub — — (no melee attack) --
Rust Monster 2 antennae: 0/+2 --
Sahuagin By weapon type: (0/0) --
Salamander Spear: +2/0; Tail: -1/+2 +1 overall for a baron
Satyr Butt: -1/+3 +1 overall for quickness
Scorpion, Giant 2 pincers: -1/+4;
Tail stinger: -1/+2
+1 to closing with pincers for large size
Sea Hag Dagger: -2/+2 +1 overall if 4 HD
Sea Lion 2 Claws: -1/+4; Bite: -2/+1 --
Shadow Touch: -3/+3 --
Shambling Mound 2 fists: 0/+5 --
Shark Bite: -4/0 // -3/+1 // -2/+2 For HD of 3 // 4-7 // 8; add +1 to closing if size L
Shark, Giant Bite: -1/+2 // 0/+3 For HD of 10-11 // 12-15
Shedu 2 hooves: -1/+4 --
Shrieker — — (no melee attack) --
Skeleton Sword: 0/0 other weapons possible
Skunk, Giant Bite: -3/+1 --
Slithering Tracker Touch: -2/+1 unusual attack form
Slug, Giant Bite: 0/+2 +2 to closing for huge size; -1 overall for slow attack
SNAKE, GIANT: - All giant snakes have a bite attack which is +2 to closing because the snake can strike from a
distance. Other plusses for size are possible. Snakes with a constriction attack have reduced Attack Priorities for that
attack form because they must surround the target with their body.
Amphisbaena 2 bites: -1/+1 both heads may attack
Constrictor Bite: 0/+1; Constrict: -1 /+1 --
Poisonous Bite: 0/+1 --
Sea Bite: +1/+2; Constrict: 0/+2 --
Spitting Bite: -1 /+1 also has missile attack


 
Monster Weapons and modifiers Special adjustments and comments
Spectre Touch: -2/+4 --
SPHINX: -- Sphinxes are generally dissimilar except that they all have leonine bodies (+1 for quickness) and all can fly.
Androsphinx 2 claws: +2/+7 --
Criosphinx 2 claws: +1/+6; Butt: +1/+4 --
Gynosphinx 2 claws: +1/+6 --
Hieracosphinx 2 claws: +1/+6; Bite: 0/+3 --
Spider, Giant Bite: -2/+1 often drops on prey
Spider, Huge Bite: -2/0 leaps to attack; +2 to closing
Spider, Large Bite: -5/0 --
Spider, Phase Bite: -2/+1 --
Spider, Water, Giant Bite: -3/+1 +1 for ease of action underwater
Sprite By weapon type: (-1/0) -1 to closing for small size
Squid, Giant 8 tentacles: +4/+4; Beak: -1/+3 -1 to closing for beak, for difficulty of access
Stag Antlers: -1/+1; 2 hooves: -3/+2 antlers are +1 to closing
Stag, Giant Antlers: 0/+2; 2 hooves: -2/+3 antlers are +1 to closing
Stirge (treat as +1/+1) not a normal attack
Strangle Weed —— (no melee attack) --
Su-Monster 4 claws: -2/+4; Bite: -3/+1 --
Sylph —— (no melee attack) --
Thought Eater —— (no melee attack) --
Tick, Giant Bite: -/0 // -/+1 for HD of 2-3 // 4; dropping on victim negates closing roll
Tiger 2 claws: 0/+5; Bite: -1/+2;
Rake (rear claws): -/+4
+1 for quickness; rear claws only used in range
Tiger, Sabre-Tooth 2 claws: 0/+5; Bite: -1/+2;
Rake (rear claws): -/+4
+1 for quickness; rear claws only used in range
Titan Sword: +6/+4; Other
weapons possible: (+6/+4)
+1 overall if over 20 HD
Titanothere Butt: +1/+4 often charges into combat
Toad, Giant Bite: -2/0 +2 to closing for hop
Toad, Ice Bite: -2/+1 --
Toad, Poisonous Bite: -2/0 +2 to closing for hop
Trapper —— (no melee attack) trap only
Treant 2 fists: -1/+4 +1 overall if 8-11 HD; +2 if 12 HD
Triton By weapon type: (0/0) +1 overall for exceptional types
Troglodyte 2 claws:-3/+3; Bite: -4/0;
By weapon type: (0/0)
exceptional leaders are +1 overall
Troll 2 claws: 0/+5; Bite: -1/+2 +1 for viciousness
Turtle, Sea, Giant Bite: -1/+2 -1 for non-aggressiveness
Turtle, Snapping, Giant Bite: 0/+2 +2 to closing for long neck
Umber Hulk 2 claws: 0/+5; Bite: 0/+2 +1 to closing on bite for length of mandibles
Unicorn 2 hooves: -2/+3; Horn: 0/+2 horn is +1 to closing for length; often charges
Vampire Strike: -1/+5 --
Wasp, Giant Bite: -3/+1; Sting: -2/+2 -1 to closing for stinger
Water Weird Strike: +1/+3 strikes as 6 HD monster; long reach and quick
Weasel, Giant Bite: -3/+1 +1 for quickness and aggressiveness
Whale Bite: +1/+3//+2/+4; Flipper: +1/+5//+2/+6 For HD of 12-15 // 16+; non-carnivorous types -1 overall
Wight Claw: -2/+4 --
Will-o-Wisp Touch: 0/+6 +1 for quickness
Wind Walker —— (not a melee attack) --
Wolf Bite: -5/0 -1 to closing for small size
Wolf, Dire Bite: -4/0 --
Wolf, Winter or Worg Bite: -2/+1 --
Wolverine 2 claws: -2/+5; Bite: -3/+2 +2 overall for speed and viciousness; -1 to closing for size
Wolverine, Giant 2 claws: 0/+6; Bite: -1/+3 +2 overall for speed and viciousness
Wraith Touch: -2/+4 --
Wyvern Bite: -1/+1; Tail: +1/+3 +1 overall on tail; +2 to closing (on bite only) for size
Xorn 3 claws: -2/+4; Bite: -3/+1 --
Yeti 2 claws: -1/+4 --
Zombie Claw: -4/+2 -1 overall for slow attack



 
 

Summary:
Initiative: Who gets the first swing?


The Attack Priority System
Other factors: strength, size, dexterity, and level
Putting modifiers into practice
Interpreting the closing modifier
Charging
Fending
Retreating and Pressing
ATTACK PRIORITY MODIFIERS
Magic Items and monsters
Felonius Ressurected
Melee becomes more than die rolls
MONSTER ATTACK PRIORITIES
Full Article
Dragon 71
Dragon

1. Individual initiative
2a. A figure that moves and then attacks in the same rounds adds the Closing Modifiers
2a. A figure in melee that attacks uses the In-Range Modifiers

Theory: Try to fit this into the UA init. structure. In theory, this allows for 'attacks of opportunity', no?
 
 

ATTACK PRIORITY MODIFIERS

A. Closing modifiers for figures with weapons
 
Modifier Weapon length Dexterity Size Hit dice*
-3 0 to 1' -- -- -- -- -- --
-2 1 + to 2' 3-4 -- -- -- --
-1 2+ to 3' 5-7 S up to 1-1
0 3+ to 5' 8-14 M 1-3+
+1 5+ to' 15-17 L 4-7+
+2 6+ to 7' 18+ -- -- 8-11+
+3 Over 7' -- -- -- -- 12-15+
+4 -- -- -- -- -- -- 16 or more

* -- The "hit dice" column is used for monsters only;
members of character classes (player characters and NPCs) receive an additional +1 to their Attack Priority modifiers (both closing and in-range) for each new weapon proficiency "step" that character has attained.
Those "steps" are as follows:
    Cleric, thief, or assassin: 5th level (+1), 9th level (+2), 13th level (+3), and so on.
    Druid: 6th and 13th.
    Fighter, ranger, or paladin: 4th, 7th, 10th, etc.
    Magic-user or illusionist: 7th, 13th, 19th, etc.
    Monk: 3rd, 5th, 7th, 9th, etc.

B. Closing modifiers for monsters with natural weapons
    Hooves (weapons at the end of a lower appendage) or bite (from a jaw): -4
    Claws (weapons at the end of an upper appendage) or horns (on the head): -3
    Stinger (on the tail) or short tentacles (such as those of a mind flayer or carrion crawler): -2
    Long tentacles (such as those of an octopus or displacer beast): No penalty to closing modifier

C. Special closing modifiers
    Using the "wrong" hand (left for a right-hander, and vice versa) when attacking: -1
    While retreating (if the retreat has taken the character out of range): -1
    Fighting on water or underwater (for non-aquatic creatures): -2
    Very large creatures (dragons, some dinosaurs, etc.): +2
    Able to strike from a distance (snakes, giant toads, giant snapping turtles): +2
    Exceptionally vicious, mean, and nasty (demons, devils, trolls, wolverines): +1
    Quick or agile monsters (cat-like creatures, giant otters, brownies, sprites): +1
    Slow or ponderous creatures (zombies, mummies, golems): -1

D. In-range modifiers for figures wielding weapons

Strength modifiers:
    Strength of 3 to 5: +20% to speed factor
    Strength of 6 to 8: +10%
    Strength of 9 to 13: no adjustment
    Strength of 14 to 16: -10%
    Strength of 17 to 18(75): -20%
    Strength of 18(76) to 18(00): -30%
 
 
Modifier Weapon Speed Dexterity Hit Dice*
-3 11+ -- -- -- --
-2 9-10 3-4 -- --
-1 7-8 5-7 up to 1-1
0 5-6 8-14 1-3+
+1 3-4 15-17 4-7+
+2 2 18+ 8-11+
+3 1 -- -- 12-15+
+4 -- -- -- -- 16 or more

* -- This column applies to monsters only;
for PCs and NPCs,
use the modifiers for "steps" in weapon proficiency,
as given <below>.

    Cleric, thief, or assassin: 5th level (+1), 9th level (+2), 13th level (+3), and so on.
    Druid: 6th and 13th.
    Fighter, ranger, or paladin: 4th, 7th, 10th, etc.
    Magic-user or illusionist: 7th, 13th, 19th, etc.
    Monk: 3rd, 5th, 7th, 9th, etc.

E. In-range modifiers for monsters with natural weapons
    Bite (from a jaw): No adjustment
    Stinger (on the tail), horns (on the head), or long tentacles (such as those of an octopus or displacer beast): +1
    Hooves (at the end of a lower appendage) or short tentacles (such as those of a mind flayer or carrion crawler): +2
    Claws (at the upper end of an appendage): +3

F. Special in-range modifiers
    Using the "wrong" hand (left for a right-hander, and vice versa) when attacking: -1
    While retreating: -1
    Fighting on water or underwater: -2
    Exceptionally vicious, mean, and nasty: +1
    Quick or agile monsters: +1
    Slow or ponderous creatures: -1

Let's see now,
Felonius rolls a 3 for initiative and the gnoll rolls a 2.

Les'see you got a 5 and the gnoll has a 2, so you get the first swing again.
The gnoll takes 5 points of damage and the thief is hit for 4. . . .

Next round, you have a 1 on initiative and the gnoll has a 3.

If you had rolled a 2 on the second round to get simultaneous initiatives,
then weapon speed would have been taken into account and youn would have had two attacks that round.

After all, the gnoll is taller, with longer arms and a 6' sword,
giving him an overall reach of at least 7'.

Other factors: strength, size, dexterity, and level
When opponents are closing to combat, height (body size) can be an important consideration in determining who has the longer reach,
so monsters or characters of size L (those who generally have relatively longer reaches) get a +1 bonus in closing situations,
and figures of size S must suffer a -1 penalty when closing with a foe.

This supplants the standard system in which higher-level fighters get 3 attacks every 2 rounds (at 7th level) or two attacks per round (at 13th level).
Instead,
each character --
regardless of class --
gets a +1 modifier to Attack Priority every time that character becomes eligible for a new weapon proficiency.
Hence,
fighters would have normal initiative (considering experience only) at levels 1-3.
They would get +1 on Attack Priority at levels 4-6,
+2 at levels 7-9,
etc.
Clerics and thieves would get their bonuses at levels 5,
9,
13,
and so on;
magic-users would get Attack Priority bonuses at levels 7,
13,
19,
and so forth.

Example: Glandor Trollslayer,
a fifth-level fighter who uses a footman's mace and a dagger,
has a strength of 17 and dexterity of 15.
The mace,
with a length of 21/2 feet,
carries a closing modifier of -1 (see the table provided with this article).
His strength doesn't help Glandor when closing,
but his dexterity gives him a +1 and his level another +1,
for a net closing modifier of +1.

The speed factor of a footman's mace is 7;
because Glandor has a 17 strength,
his effective weapon-speed figure is reduced ("speeded up") by 20% and rounded up,
becoming 6 instead.
A character wielding a weapon with a weapon speed of 6 gets no adjustment to his in-range modifier by virtue of weapon speed alone,
but Glandor's dexterity and experience level both provide +1 bonuses (the same as when closing),
yielding an in-range modifier with the mace of +2.
Doing the same computations for Glandor using his dagger,
his closing modifier comes out to 0 (no effect on the initiative roll),
and in range he has an overall modifier or +4 (for a "fast" weapon being used by skilled hands).

Putting modifiers into practice
If the figure's AP number is between 1 and 6 inclusive,
one attack is allowed at the specified time (with results of 6 attacking first, 5 second, etc.).

If a figure's AP number is greater than 6,
a second attack by that character or monster is possible.
The first attack is executed ahead of any "1-6" results (see the preceding paragraph).
Then 12 is subtracted from the initial roll,
yielding a result of -5 or greater,
and another d6 is rolled.
With this system,
a third attack is theoretically possible for those with high AP modifiers (+7 or greater).

Example: Our fifth-level fighter,
Glandor Trollslayer,
has calculated his attack priorities and written them on his character sheet;
+1/+2 (closing/in-range) for his mace and 0/+4 for his dagger.
Using his dagger in range (+4 AP) gives him a chance at two attacks per round.
If Glandor rolls a 5,
for instance,
this would be modified to 9.
He will attack at least once in this round,
ahead of any figures with lower AP numbers than 9.
The DM sutracts 12 from Glandor's original AP number and adds this number (9 minus 12, or -3) to the result of the second roll.
If Glandor rolls 1-3 on the second die, he gets no attack.
On a result of 4,
he would be allowed to attack again,
with a priority of 1 (the lowest possible) on the second attack;
a roll of 5 or 6 would allow a second attack at a priority of 2 or 3,
respectively.
Note that a modified result of 0 on this second roll does not give Glandor a second attack.

Interpreting the closing modifier
An AP number of 1-6 inclusive,
when closing, is used to determine when a figure has closed to within range and is eligible to make an attack;
the figure is then considered in range (able to hit its opponent) for all subsequent attacks until melee is broken off by one or the other.
An AP number greater than 6 can render a second attack possible during the round of closing,
as with in-range fighting.

Charging
As stated in the DMG,
the act of charging into combat allows a stationary opponent +1 on his "to hit" roll and eliminates any defensive dexterity bonuses that would otherwise be allowed due to the charging figure.

Fending
Regardless of the effect (if any) on the opponent's AP number,
the act of attempting to fend always incurs a -10% (-2) penalty on the "to hit" roll for the figure doing the fending.
An attempt to fend will always fail (having no adverse affect on the opponent's AP) if the character doing the fending has a shorter weapon than his opponent,
and in such case the -2 penalty "to hit" will still apply.

In this case,
a successful "to hit" roll,
considering the weapon as armor class 8 (since the weapon is relatively stationary and easy to make contact with),
indicates the fending maneuver has been neutralized.

Retreating and Pressing
Backpedaling in this fashion makes it harder to launch an attack,
so this mode earns the retreater a -1 penalty on Attack Priority and a -1 on the "to hit" roll.
One melee round of retreat will move a figure backward a distance of 1-6 feet (roll d6) plus half his movement allowance.
Moving backward at fairly high speed while engaged in combat isn't very easy,
so the retreater has a 5% chance per round (non-cumulative) of tripping during this maneuver.

The movement rate of a pressing figure in a given round is half his normal movement rate plus 1-4 feet.
The act of pressing incurs a -1 penalty "to hit",
so it should usually only be used on retreating opponents (who are also -1 "to hit", as well as -1 on Attack Priority, because they are retreating).

Magic items and monsters
A sword of speed,
for instance,
could be a longsword,
+2 to hit and +1 to AP.
Similarly,
a spear of fending would magically interpose itself to give any closing opponent a -2 AP adjustment,
in addition to normal modifiers for closing,
whether the wielder was attempting to fend or not.

Claws have a "weapon length" of 0,
but they make up for this with a "speed factor" of 1 (the fastest possible).
For bite weapons,
a general closing modifier of -4 is assigned (since the head must be fully exposed),
and a weapon speed factor of 7 seems accurate.


-
 

Felonius ressurected
When closing,
he has a -1 modifier (-1 for a short sword, -1 for being smaller than man-sized and +1 for his dexterity of 16).
In range he fares a bit better,
with a +2 adjustment (+1 for weapon speed and +1 for dexterity).
When closing,
he is +1 for being larger than man-sized and +2 for the length of his two-handed sword,
or +3 altogether.
In range,
the big sword is rather unwieldy (weapon speed of 10),
so the gnoll has a -2 modifier.

The halfling rolls a 3,
as before,
which modifies to a 2 (with his -1 closing modifier).
The gnoll rolls a 2,
but this becomes a 5 after his +3 closing modifier is applied.
(If Felonius had rolled a 1 for initiative,
this would have been modified to a result of 0,
and the halfling would still be out of range at the start of the second round of combat.)

If the gnoll had used sharper tactics,
the monster could have fended the halfling off by choosing to apply his +3 modifier against Felonius's closing roll,
which in this case would have given his shorter opponent a net -1.

Felonius gets a 5,
which added to his +2 in-range modifier gives him an AP of 7.
The gnoll rolls a 2,
adjusted by his -2 modifier to a result of zero.
This means that Felonius can swing at least once (hitting the gnoll for 5 points of damage, as in the first example),
and rolls again for the possibility of a second swing,
since his AP number was more than 6.
This second roll is made at a -5 modifier (7 minus 12),
so he must roll a 6 to get a second attack with a priority of 1.
His second roll is only a 3,
so he doesn't get a second attack this round.
As in the previous example,
Felonius is hit by this strike,
for 4 points of damage.

In the third round,
the gnoll decides to retreat and attack at the same time,
so his net modifier is -3 (-2 in-range and another -1 for retreating).
When the gnoll rolls a 5,
his AP becomes 2.
Felonius' roll of 1 converts to an AP of 3,
so again the halfling swings first.
He hits the gnoll once more,
doing 5 points of damage and killing the unfortunate monster.

MONSTER ATTACK PRIORITES
Pairs of numbers separated by a double slash (//) are for creatures of varying characteristics,
such as the three sets of numbers for the anhkheg,
-3/0 for those of 3 hit dice,
-2/+1 for those of 4-7 hit dice,
and -1/+2 for those of 8 hit dice.


 

OUT ON A LIMB

Priority problems
 

Dear Editor:
The Attack Priority system in issue #71 is
great! It is easy to understand, but I might get
stuck on a few situations. First of all, what if,
when closing, the opponents are still not in
attack range (due to movement base)? What if a
character is not closing but his opponent is?
Let's say the character has set a spear to receive
the opponent's charge.

And most importantly, what if the character
is a spellcaster and is simply not using a weapon?
The way this system is written, it seems to
me that there is no way of determining things
like, would a charging fighter get in his atttack
before a magic-user could cast a spell?  The
point I'm trying to make is that not everyone is
going to attack after winning (or losing)
initiative.

Mike Dujovne
Indialantic, Fla.
(Dragon #73)
 

Dear Editor:
I was very pleased with "Who gets the first
swing?" in DRAGON #71. I plan to use the
Attack Priority system in my AD&D campaigns.
But there are two things that puzzled
me about the article.

1st, there was nothing about missile weapons
and their attack priority.  I found this quite
disturbing.

2nd, the monsters from the FIEND
FOLIO were not included.  I don't know why
-- maybe because of space or time.

I would appreciate it greatly if Mr. Hall or
another writer could arrange an article concerning
these topics.

Jeffrey Bonevich
Kalamazoo, Mich.
 

The text of the article itself made it clear
(but apparently not clear enough) that the
Attack Priority system is designed for use in
melee situations -- that is, occasions when
combatants are using or intending to use
hand-held or "natural" weapons. The rules of
the system don't cover the use of missile weapons
or the casting of spells. It would seem that
any "priority" system that took those attack
modes into account would be unbearably
complex, and in any event that wasn't the
point of the article.

Mike's question about "what if the opponents
are still not in attack range" is hard to
understand: If "when closing" an opponent is
"not in attack range," then that opponent is,
by definition, still closing and not in range,
and the closing modifiers for that opponent
are used until the opponent is in range. That
answer is almost as confusing as the question,
but it seems like the only way to address the
issue.

Lack of space is the primary reason why
creatures from the FIEND FOLIO Tome
weren't detailed -- it took seven pages just to
cover the critters in the Monster Manual, in
addition to the five pages we "spent" describing
the system, and that's about as many pages
as we could afford for one article. Maybe Mr.
Hall or another writer will figure out modifiers
for FIEND FOLIO monsters, and perhaps
we'll use that list as a supplement to the original
article within another few issues.

(Dragon #73)
-- KM
 
 
 
 
 



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