LTH: The "Segment of Action" System
Takes AD&D Melee One Step Further

Lenard Lakofka


 
I. The basic hand-to-hand melee system in which figures
are fighting with weapons (natural or otherwise) that have the
same basic length and spell factors is as follows
II. Figures with multiple attacks or with multiple blows per round: III. Missile fire: IV. Spell casting: V. Magic Items;
VI. Surprise: Update - Dragon 34 Dragon

I have designed many complex melee combat systems that have
included such items as “hit location” and even “special damage.”
These systems have met with good reception by players, who have
found them realistic, exciting and time consuming. Alas, the time taken
when a figure has a good armor class, many hit points and/or many
henchmen makes the system very time-consuming!
Thus I have decided that the simpler combat system, as espoused
by Gary Gygax, is probably better in the long run. However, there are
items in the AD&D basic melee system that I
do not like. Therefore I have come up with the following “Segment of
Action” system that has the advantages of versatility and the potential
for complexity (if the Dungeon Master really likes to include weapon
length and speed factors into a melee).
I will take the system in stages from basic hand-to-hand combat, to
spell casting, miscellaneous actions, movement and special treatments.

I. The basic hand-to-hand melee system in which figures
are fighting with weapons (natural or otherwise) that have the
same basic length and spell factors is as follows:
(Charges and
multiple blows in the melee round will not be considered at this time.
Note: Length and speed factors are not inherent in the system but can
be handled by it, as seen later.)
Roll d10 and d20 for each figure. The first die measures “initiative”
and the second measures the normal chance “to hit.” (Note: This use
of the word “initiative” does not equate with the AD&D use of the
word.)
The d10 tells when in the melee round the event, in this case the
blow with the weapon, will occur. Thus if a 7 is rolled the weapon will
be used in the seventh melee segment. The d20 gives the chance “to
hit” in the normal manner.
I do not wish to enter, for a lengthy period, the subject of why a
figure only gets one blow. Remember the melee is NOT static and that
movement, distance, and range in AD&D is NOT meant to be scaled to
“real life.” Thus, a figure gets his/her/its one blow per round with a
weapon, and the Segment of Action system tells you when that blow
will be dealt If you and your players decide that you want “real life,”
divide all spell-casting times by 6, multiply ranges by 6, multiply movement
by 6, reduce melee to 10-second periods, etc. If ONE portion is
tampered with, everything involving range, distance, and time MUST
change. This radical change is just not worth it. After all, it is only a
game.
By knowing when the weapon will be used, it is a simple manner to
add other factors at a later time. Note that dexterity does NOT alter this
roll in any way (though you may want it do). Dexterity is taken into
account in defensive armor class and when surprise is measured.
For example, a hobgoblin with AC 5 and a long sword is
fighting a warrior with armor class 7 who also has a long sword.
Warrior rolls 7/17 (meaning d10 = 7 and d20 = 17).
Hobgoblin rolls 3/5.
The Hobgoblin has the chance to strike first (segment #3) but
misses with a roll of 5 “to hit.” The warrior does not get a chance to
strike until segment 7 but then succeeds with a 17.
If the Hobgoblin is not killed, melee continues.
Warrior rolls 5/18.
Hobgoblin rolls 5/20.
Simultaneous blows, and both hit! Again let us say neither is slain.
Warrior rolls 4/18.
Hobgoblin rolls 7/16.

The Warrior goes first and hits. If he kills the Hobgoblin, the melee is
over since the Hobgoblin’s chance to hit does not come until the 7th
segment.
Option: If a figure is killed, he/she/it will still get his/her/its blow as
long as he/she/it strikes simultaneously. If “initiative” is off by 2 or more
segments the blow is always lost. However, if the blow is only 1
segment late the dying (unconscious) figure still is allowed a blow if the
dying figure makes a normal saving throw versus death. Obviously this
option does not apply if the weapon (action) paralyzes, disintegrates or
somehow destroys free action.

II. Figures with multiple attacks or with multiple blows per round:
If a fighter has two blows per melee round, d10 is not used for
initiative, 2d6 are used instead. The first d6 gives the segment of the first
blow, the second d6 added to it gives the time of the second blow. If the
sum of the two is 11 or 12, then the last blow is still awarded but it is the
last action of the round. If three blows are allowed, use 3d4 for the first,
second and third blows. Different-colored dice are recommended.
If a monster has multiple attacks (e.g. claw, claw, bite), initiative can
be measured in two different ways. I suggest only one die for all three
attacks if they are all against one opponent. If against more than one
opponent, then use a separate d10 for each opponent. If a monster
charges with two horns, even if there are two opponents, I’d use just
one d10.
Monsters with more than three attacks per melee round, even if
versus the same opponent, should likely be measured by multiple d10,
e.g. a Demon Type V gains 7 attacks. Using only one d10 is likely not
best, but 7d10 is difficult. Compromise on 3d10, the first roll for 3 arms,
the second for 3 more and the last for the tail. Obviously, you can rule
on this any way that is most playable.

III. Missile fire:
Missile fire does not use d10 if a figure has multiple missile capacity
per round. Thus, if an archer is allowed two arrows per melee round
2d6 would be used. If the archer is ready and “guarding” you might
allow d4 for the first arrow and d6 for the second. Even if the total of the
2d6 is 11 or 12, the second arrow is allowed unless the archer is
hit/killed. An archer who takes damage from a missile (or spell or blow,
for that matter) should lose some initiative when firing. An addition of
1-4 to the second d6 is a reasonable penalty and can be a function of
actual damage taken. Remember that archers hit by a fire ball, e.g., will
not have any bowstrings left, to say nothing of bows and arrows.
Missiles fired simultaneously, as in a Manticore blast, used d6 for
the segment of fire and not d10. Firing missiles is usually faster than
jockeying for position to strike a blow with a hand-held weapon. Thus,
d6 or even d4 is used for missiles with only a single firing per round, like
a spear, throwing ax, dagger, sling bullet, etc. This assumes the figure is
not surprised and has weapon and ammunition at hand!
If a figure is charging and throwing a missile and then closing for
melee (or if he fires and is then closed with by an opponent) the missile
is measured by d4, and the segments needed to move the required
distance are calculated. Another d4 (or perhaps d6 or even d8 for a

large, heavy weapon) is rolled for the weapon action. If this roll plus the
first roll and the movement come out to 10 or less, he can strike with the
weapon; if 11 or higher is rolled either the weapon action is prohibited
or comes last in any event.
For example, a fighter has a spear and a short sword. He wishes to
throw the spear and then cross “three inches” to melee an opponent.
Roll d4 for the spear, add ‘3’ for the movement, then since the weapon
is small (sword) and light he can draw it and still strike (roll another d4)
in the same round after the movement.
However, if an archer wishes to fire an arrow, drop his bow, cross
“five inches” and then attack with a two-handed sword, it is another
matter. Roll d4 for the arrow (let’s say a 3), then add ‘5’ for the
movement, which means it is the 8th segment when the man arrives at
his opponent’s location. For the weapon I’d use d8 since it is heavy and
awkward. If 1 or 2 comes up, the blow is allowed since it will fall in the
9th or 10th segment of this round. But if 11 to 16 comes up the blow
should be disallowed altogether, i.e., the fellow got there but the
weapon was not in place for a blow.
Most “double actions” can be measured in this way. It is common
for a figure to discharge something (even a spell), move, and still want
to fight. Such actions are surely not unreasonable but are impossible
unless some way to measure the segment(s) of action is possible. This
system easily allows for such multiple actions by choreographing the
round and deciding when each action occurs. A figure should NEVER
be allowed two actions in one segment (even though we as real people
could do more than one action in one segment) as that is grossly unfair
within the rules of the game.

IV. Spell Casting:
Spell casting is measured from a base of d4. This will give the
segment in which the spell begins. Remember that spell-casting time
must also be added in! Thus, if a 1 is rolled on d4 the spell caster begins
his/her casting in segment #1 and finishes as many segments later as
the spell-casting time dictates. If he/she is hit during the casting, the spell
is ruined and useless. If he/she is hit before the spell casting begins,
he/she, if not killed or immobilized, might still be able to cast the spell.
You might wish to throw for “surprise” in such a case using d6. A roll of
4 to 6 means no “surprise” and the figure may cast his/her spell, but a
roll of 1-3 is added directly to casting time as a delay due to the effects of
the hit. (Note: A spell caster who is missed or who makes his/her saving
throw and thus takes NO damage will not be delayed in his/ her spell.) It
vis essential that the DM realize that material components must be “at
hand” before d4 can be used for spell initiative. If they must be gotten
out then d6, d8, d10 or worse might be in order! Also, d4 assumes no
“surprise.”
In a melee situation it is unlikely that any spell can succeed, but the
DM might allow quick l- or 2-segment spells to be attempted. Longer
spells will require relative immobility, which will decrease armor class
by at least 4 levels. Thus, while Shield or Magic Missile might be tried a
longer spell would surely be spoiled by the mere fact that the opponent
is right on top of the spell caster and can grapple or just push him/her if
not hit him/her with a weapon.
Breath and Glance Weapons could use d4, as they are very rapid.
However, the slow movement of the catablepas, for example, might
allow up to d10.
Finally, in the discussion of missiles, spells, breath and glance
weapons comes ranges and time. An arrow/sling bullet might take a
segment or two to travel to its target, perhaps 1 segment consumed per
6” of flight. Breath and glance weapons consume no time in this respect
so the breath would reach its full proportions within the first segment.
Spells that fire a projectile might be considered as rapid arrows while
those that produce an effect would be instantaneous. Thus Lightning
Bolt and Earthquake are instantaneous but Magic Missile might consume
1 segment per 12” traveled, just as Fire Ball might take some time
to travel. The DM must rule and think out this situation for him/herself
before play begins.

V. Magic items:
Magic item discharge can fit into this system too. Most items have a
casting time explained in the text of the item in the DM Guide. Add to
this d4 or some other appropriate die to simulate getting the item out
and ready for use. Items can be used in melee and are often not foiled
by grappling or even a strike “to hit,” since concentration is not always
broken by a physical action. Decisions on this must be made on an
item-by-item basis. E.g., a wand in a belt would be ready in 1-4
segments, or a Golden Lion can be taken from a pocket and cast down
in 1-4 segments. But if the Lion is in a backpack, as many as 12
segments could be used in finding the device before casting it down.
The Lion might still take some segments to grow.

VI. Surprise:

Surprise is still used in melee, of course. It is usually d6 for the party
and d6 for the monster. I suggest using d6 per character and not for the
group. This is not feasible if the melee is too large, of course. Dexterity
applies to surprise. I might add that the example in the Players Guide
and repeated in the DM Guide does not seem to be correct. I and the
other proofreaders did not catch the mistake and omission in the list
given in the example.
When measuring surprise, be sure that nomenclature is the same to
avoid confusion. Thus, measure the chance “to surprise”, or the
chance “to be surprised” for each figure; do not measure the party’s
chance to surprise a monster but the monster’s chance to be surprised.
You will go nuts. Sometimes this means changing the numbers given
about a monster/race so that both sides are measuring the same thing.
Surprise often applies only to a figure(s) who can see an oncoming
problem, and thus the entire party can not throw for the result. If the
reaction is to an area effect or a loud noise, then the entire party can be
diced for. Remember that surprise does not always apply to a situation
or even to both sides in a situation. There is no real surprise if the sides
see each other at 200 feet. There may be surprise if one side is seen
while the other is hidden. Once surprise, if any, is determined, and the
number of free segments, if any, is measured, melee goes on as
outlined herein.

At first it may seem that the separate initiative on a character-bycharacter
basis is very time-consuming, but it plays rapidly if both
“initiative” and “to hit” are diced at the same time.
As new situations occur, the Segment of Action System can easiy
be molded to cover them. The Dungeon Master makes a decision as to
which die size should be used to determine the segment of action and
then lets the player cast that die/dice for the action (or he casts the
die/dice as necessary to maintain secrecy).
Weapon speed factors, of course, can be added. Weapons of speed
1-3, e.g., add no time to melee; those of factor 4-6 add 1 segment; 7-9,
2 segments; and 10+, 3 segments. Naturally, you can refine even those
numbers if you wish, but I can not recommend this, as it will produce an
unplayable result.

Weapon length can be considered, especially in a charge or climbing
situation, by dispensing with the initiative die when weapons are set
to repel.
The system will clearly tell you when an event occurs in a complex
melee. Thus, if fighters A, B & C battle Giant X, but Orc Y and Orc Z are
attacking A and B respectively, the situation would normally be difficult.
In this system, roll d10 for initiative for A, B & C obtaining 3,5,&
9. The Giant rolls 4, the Orcs 7 and 4 respectively. Therefore the attack
order is: A (with a 3); the giant and last orc (with 4s) (if either attack kills
a fighter yet to attack the giant, that fighter loses his blow); next fighter B
(with a 5); orc Y (with a 7) and Fighter C is last with a 9. The order is
clear and the battle can be resolved in order.
You will note the system allows for the question of whether a figure
can get out of melee before a blow is struck at him/her. If the figure who
is fleeing can beat the initiative of his attacker (and assuming there is
someone to take his place), he can escape jeopardy. The attacker can
still attack the new replacement, of course, if the other figure has fled his
grasp!

The Segment of Action System is very flexible. It allows for normal
situations but also allows the DM to provide for new actions easily. The
old system of one side first, then the other side is rather unfair and not
any easier once the mechanics here are grasped. For huge battles I
would recommend a set of miniatures rules and not individual melees
in any case.
I may well have missed some detail but the skeleton of the system
has been used by my players for over two years with good results.