by Lenard Lakofka
| Rule 1 | Rule 2 | Rule 3 | Rule 4 | Rule 5 |
| Rule 6 | Rule 7 | Rule 8 | Rule 9 | Rule 10 |
| Dragon 43 | - | 1e AD&D | - | Dragon |
Melee is a source of controversy in AD&D.
It can very easily be
shown that a figure with selected magic
items and weapons can
perform 10 separate actions in a melee
round. This “reality,” however, does not fit within the context of the
rules of AD&D. “Reality”
will allow some characters to perform too
many actions while others,
usually those without magic devices, will
be limited to one action per
round.
<missing text?>
will do more damage, etc.). Spell-like
functions from devices fall in
these same categories.
The following melee system is still in the
“playtest” stage. I have
been using it to answer the question, “How
many actions can be
performed in a melee round?”
The number of actions that can be performed
during 1 melee
round are limited to three (3). (There
are a few exceptions: Highlevel monks are allowed four (4) open hand attacks
per melee
round; a pummeling attack might include
more than three (3) attacks
in 1 round; a person under the effect of
a Haste spell or a Potion
of
SPEED
is allowed double the normal physical attacks in a melee
round; and so forth.)
In the vast majority of cases, actions are
limited to these three
types:
1. Physical action (including moving)
2. Spell action
3. Device action
Rule 1. Only one
spell can be cast in a melee round. Haste
will
not alter this rule. Some rare magical
device might allow for multiple
spells per round if and only if the DM
accepts such an item and places
it in his/her game.
Rule 2. The
character is limited to a certain number of purposeful attacks in a melee
round. If he/she/it is allowed only one attack,
then only one can occur. If he/she/it is
allowed three attacks every
two rounds then one attack plus the chance
for one more would
occur. A character cannot perform more
attacks than he/she/it is
entitled to (Haste
would be taken into account). Thus, a Magic-User
with only 1 attack allowed in a melee round
could fire a Wand of
Fire
(for a Fire Ball), but then no offensive
spell could be cast by
him/her in that same melee round. In like
manner, the Magic-User
could not then move and attack with a dagger
in the same melee
round.
Magic weapons and armor do not count in
this discussion of
devices when the weapon is used to strike.
If a weapon has a power
or an ability then it does count. Example:
A fighter has a sword with a
Fly ability.
He has a Horn of Valhalla and
a Wand of Enemy Detection.
If he is in the air and blows the horn, he will find that if he also
tries to activate the wand, the wand would
not function in that round.
If he is in the air and activates the wand,
the horn will not function in
that round. If he uses the horn and then
activates the wand, the
sword will not let him fly in that round.
Rule 3. A figure
who casts Teleport,
Dimension
Door,
Wind
Walk,
etc. cannot cast an offensive spell nor use a device to attack in
that same melee round. That includes such
striking weapons as the
Staff
of the Magi or a Staff
of Striking, but not a magical or nonmagical weapon like a dagger,
mace or sword. However, such a
figure might instigate a physical attack
by an opponent with weapon,
claw or fang, and would certainly be allowed
a chance to physically
defend himself.
What constitutes an offensive spell or an
attack from a device?
Obviously, a Fire
Ball is an attack; so is a Magick
Missile (Note: If fired
from a wand, 2 missile discharges are allowed
per attack because
of the nature of that particular wand.).
But what of a Wall of Ice or
Darkness
15’ Radius? If a spell inhibits
a figure directly (Hold Person,
Charm
Person, Paralyzation,
Stinking Cloud, Darkness
15’ Radius,
Slow, etc.) it is an attack. If
a spell has the potential to damage, even
if the spell is not being used to damage,
it is considered an attack
(Burning
Hands to light a torch, Wall
of Ice to close a passage,
Explosive
Runes to trap a book, Glyph
of Warding to protect a door,
Flame
Arrow, Fire Shield,
Polymorph Other, Enlarge
a sword so it
will do more damage, etc.). Spell-like functions
from devices fall in
these same categories.
Rule 4. A figure
can use a device with a spell or even use two
devices as long as only one potential attack
is involved. Thus, a held
sword could be commanded to Detect
Magic and a Figurine
of
Wondrous
Power could be ordered to attack someone in the same
melee round. A figure could cast Protection
from Evil and then jump
into a well using a Ring
of Feather Falling. A figure could cast
Invisibility
on a party member and then put on a Ring
of Invisibility
him/herself.
<update Invisibility, above>
Rule 5. A figure
can never purposefully use three devices, or
two devices and one spell, in the same
melee round. Thus, if a lone
figure were on a Flying
Carpet he/she could cast a Fire
Ball, but if a
Ring
of Invisibility were then put on, it would not function immediately
since the lone figure had used a spell and a device (the carpet)
already in that round. However, if a Manticore
attacked in the same
round and knocked the Magic-User off the
carpet, an already worn
Ring
of Feather Falling would work, since the Magic-User had no
purposeful intent to activate the device.
The Magic-User would get
quite a surprise if he/she purposefully
tried to jump off the carpet in
the same round he/she fired the Fire
Ball for then the Ring would not
function.
Magic weapons and armor do not count in
this discussion of
devices when the weapon is used to strike.
If a weapon has a power
or an ability then it does count. Example:
A fighter has a sword with a
Fly ability. He has a Horn
of Valhalla and a Wand
of Enemy Detection. If he is in the air and blows the horn, he
will find that if he also
tries to activate the wand, the wand would
not function in that round.
If he is in the air and activates the wand,
the horn will not function in
that round. If he uses the horn and then
activates the wand, the
sword will not let him fly
in that round.
Devices are considered to be activated on
the round they are
obtained or put on, with the exception
of Rings of Protection, Cloaks
of
Protection, Magic Armor and Magic Weapons (unless the weapon
has some power or ability that also comes
into play when drawn, like
a Holy
_ Defender _ Sword). Thus,
putting on a Ring of Invisibility,
Ring
of
Feather Falling, Ring of
Fire Resistance, et. al., would
count as a
device action in that round even if the
ring did not provide a use in
that round. Removing an item is considered
deactivation of a device
and does count as a device action.
Rule 6. If
a figure moves before or after some action in the
melee round, that movement is counted as
1 of the 3 actions
allowed in the round. Movement of less
than ten (10) feet total can
be taken in two stages in the same round
and will count as only one
physical action. Thus, a figure can step
into a doorway, discharge a
missile/device/spell and then step back
behind the wall, and only
one physical action would be charged for
the movement. If the figure
had to step into a wide corridor, however,
more than 10 feet would
be traveled and two physical actions would
be counted. Note that
popping up from behind a rock, peeking
around a door, and similar
actions (without actually traveling) count
as movement by this rule
but the figure could duck back down behind
the rock or move back
around the door without having that count
as a separate physical
action. Exception: If the figure is damaged
in mid-move or enspelled
in any way, then the first half of the
move is considered one full
physical action in the round.
If a figure uses his/her full attack potential
(killing an opponent or
rendering it helpless), then he/she cannot
instigate any more attacks
in that round. Thus, if a figure kills
an opponent in segment 1 of a
round he/she may still elect to MOVE
in the balance of the round but
he/she could not grapple, overbear, pummel
or attack someone/
something later in that round. The moving
figure could be attacked
by someone else, of course.
Rule 7. If a figure
is allowed to fire multiple missiles in a melee
round (arrows, darts or whatever), he/she
is allowed no more than
10 feet of movement during a round in which
he/she fires all of those
millies. Example: A Fighter
can fire 2 arrows or 3 darts per
round. If he fires them all he can move
no further than 10 feet.
If arrows are used, the 10 feet can be
split if and only if the split MOVE
is taken before the first shot and after
the second shot. If darts are
used, splitting the ten-foot movement allowance
is forbidden.
Rule 8. A figure
who has multiple missile capacity but does not
discharge all of his/her missiles is only
allowed a weapon blow if
he/she is entitled to at least three blows
every two rounds. Thus, a
fighter
(or any other class) cannot fire an arrow/crossbow/dart/sling
and then attack with a weapon if he/she
is allowed only one attack
per round. A charging character, however,
can throw a spear, ax,
throwing dagger or javelin and still get
a normal blow under certain
circumstances. (Note: Most daggers are
not balanced for throwing
(only 15% are) and a character must be
trained to throw a dagger.
Thus, a first- to fifth-level Magic-User
cannot throw a dagger at all.
He/she must learn to wield the dagger as
a hand-held weapon first,
no matter how much the Magic-User will
argue to the contrary!)
The thrower must launch the missile at the
beginning of his/her
charge with no penalty “to hit” (first
to fourth segments). If the
thrower is in motion when the missile is
launched, consider the
weapon - 1 “to hit.” The launching takes
one full segment of movement potential in all cases, even if the launcher
is mounted. If the
charging figure has some segments of movement
left after the charge
is over, he/she/it can use a weapon if
he/she/it can roll a number
equal to or less than the number of segments
remaining on d8.
Those who attack with claw and/or fang
use d6. Example: A Fighter
charges with a spear.
He launches it in segment two. He travels for
three more segments to reach his opponent.
There are five segments
left. If he rolls 1-5 on d8 he may attack;
6-8, he may not. This rules
applies to pummeling, overbearing and grappling
as well.
Rule 9. A figure
is allowed to defend his/her person with a
weapon if the attack is brought to the
figure and if the figure’s
three-action-per-round limit has not been
exceeded. Thus, a Fighter
launches an arrow in segment number 2.
In segment number 5
an orc arrives
to hit the fighter. The Fighter normally would not be
allowed a weapon attack, but he may draw
his blade and defend his
person in this situation. However, he could
not defend himself by
striking, so that he would obtain more
than his allowed number of
blows per round. If he had attacked and
killed an orc in segment
number 2 with his sword and another orc
arrives on segment
number 5, he could not strike another blow.
However, in either
case, the Fighter may elect to parry the
incoming blow—assuming
the weapons are ones that can oppose one
another in that manner.
Parrying a large weapon with a smaller
one is done at +1 to the
defender’s AC. Parrying an equal-sized
weapon gives + 2 to
AC. Parrying a small weapon with a larger
one gives +3 to
AC. However, initiative and weapon speed
factors must be
considered. The slower weapon is always
at least - 1 on initiative to
parry (-2 if the speed factors are four
or more points apart). Finally,
if the attacker has at least two full points
of Strength more than the
defender, a + 1 to the defender’s AC is
erased. The obverse
is not true, however.
Example: A Fighter with chainmail and shield
(AC 4) is
attacked by an orc. Both have long swords,
both are Strength 17.
The Fighter may consider himself AC 2 if
he can beat or tie
the orc’s initiative. If he does not beat
the orc’s initiative, then he is
still AC 4. If he were Strength 17 and
the orc only 15 there
would be no change. If he were Strength
16 and the orc 18, then 1
“plus” to AC is negated, so the Fighter
becomes AC
3. If the orc had a halberd
and the fighter a sword the AC is
boosted by only + 1 for the fighter, but
the orc is -2 on initiative due
to the weapon speed factor difference of
4 points (halberd 9, long
sword 5). A figure can always attempt to
thwart an overbearing,
pummeling or grappling attack with his/her
weapon, regardless of
the number of actions already taken in
that round.
Rule 10. Figures
must state their intentions based upon what
they can sense (usually see) at the beginning
of the melee round. “I
will attack the 4th orc
with my sword.” “I will cast a Fire Ball
tying to
hit the 4 orcs now together on the hilltop.”
“I will charge the
human Fighter on the left.” THE
WIZARD in this example can
change his/her aim slightly, since in the
3 segments needed to
cast, the orcs might split up to some degree—he/she
can name
his/her final target once 2 segments have
passed in the casting,
needing only one segment to aim. A spell-user
can never begin
casting and then invoke Castus Interruptus.
A spell is cast from
beginning to end (or until the spell is
spoiled) with no pauses. If an
event occurs
before a figure’s stated action has taken place he/she
might be allowed a new action or a CHANGE
in the stated action. To
effect such a change, 1 segment must be
used in making up one’s
mind. If a spell-casting is in progress
it must be completed. If a spell
from a device is in progress it must be
completed. A figure must
sometimes roll to see if he/she specifically
observes the event in
question. Consider observation automatic
if the appearance or
event takes place within 10 feet of a TARGET
of his/her present action.
A SAVE (with
no alteration for magic, spell, race, device or
dexterity) is required on any questionable
observation. It can be
altered by a number from - 1 to -8, depending
on how out-of-the-way the action is from the figure’s line of sight. The
DM must rule on
the amount of a saving-throw modifier on
a case-by-case basis.
One character seeing an event can warn another
who does not
see it. One segment must be used in stating
the warning (or making
gestures). Example of a - 1 modifier: A
figure appears 20 feet to the
left of a target orc. The appearing figure
is in broad daylight. The orc
and figure are over 60 feet from the observer,
so the angle between
them is small. There is nothing between
the figure, the orc and the
observer. Example of a -8 modifier: A figure
is firing a bow. A
demon teleports
behind him/her 10 feet away. There is much noise
and no one warns him/her of the demon coming
up from behind.
Even if someone did warn him/her, he/she
might still not be able to
react since the demon is so close. The
best he/she could hope for
would be negating the demon’s +2 to hit
from behind. The figure
would not be able to get the 1st blow and
would not be able to swing
around and fire the arrow at the demon.
If a figure is not in the middle of an action
or if the action has not
yet started, he/she/it might be allowed
to react to the new information. Example: A Wizard
states that he/she will fire a Magick
Missile
at an opposing Magic-User who at the beginning of the round
is facing away from the caster. The Magic-User
rolls 4 for initiative
but on segment number one the opponent
Magic-User vanishes
(Invisibility?
Teleportation? Dimension
Door? Illusion?). The first
Magic-User might change to a new target,
and might be allowed a
new spell altogether. He/she must use a
segment (minimum) if a new
spell or action is contemplated. (It might
be much longer if a material
component is required.) If the components
for a new spell were not
at hand, he/she might get no action that
round.
As you test this system, you may want to
make other rules. I
would be anxious to hear what those additions
might be. Since this
system has had only a short playtest time
other rules might well be
needed. Players, as you know, can be very
inventive.
Future articles will deal with more realistic
movement rates and
the spell-casting times needed to go with
them—and there will be no
provision for Olympic feats or “GI Joe”/“Conan”
characters when
movement is considered!