Player's Option™:

Combat & Tactics

 

Foreword

Way back in issue #39 of Dragon® Magazine, I found a great article called Good Hits and Bad Misses. My friends and I had been playing the AD&D® game for a couple of years, and we took one look and adopted the article's critical hit and fumble system. We ignored every piece of advice about responsible use of the system and began using the critical tables in our next game.

            Our epic battles turned into bloodbaths. Our group of adventurers left a trail of dismemberment and sucking chest wounds in our wake. I distinctly recall one battle in which my character, a dwarven fighter named Hendel, had the unbelievable misfortune of losing one leg, an arm, and the other leg at the ankle. He still had 30 hit points left, so Hendel kept on battling, swinging his axe with great war-cries as he crawled along after his enemies. Talk about your suspended disbelief!

            Now it occurs to me that maybe, just maybe, even Conan (or Godzilla!) would have been incapacitated by these injuries. In fact, maybe Hendel, if role-played well, would have curled up into a ball and cried for his mother when he lost that first leg. I sure would have. But we had a great time with it, even when fumbles led to friendly-fire decapitations and other such incidents.

            The point to all this is that any fantasy role-playing game has a pretty tough job in creating fast but semi-realistic combat rules, and the AD&D game, even with variant rules like the critical hit system we ran amok with, is basically an abstract game. The Combat & Tactics book is a compromise that adds some detail to combat—not to make it more realistic, but to make combat more believable. There are darn good reasons why people stop fighting after they lose a couple of limbs, why 12th-level fighters don't turn their backs on guys with knives in their hands, and why people ought to be polite to angry folks pointing loaded crossbows at them.

            If you're one of those players who thinks, "Hey, it's only 1d4 points of damage, what do I care?" (and who hasn't, once in a while?) you'll find that this book's going to make you think twice. I can't think of a single example in all of fantasy literature where a character wasn't concerned about someone trying to put a knife or arrow in him; why should your character be any different? Combat & Tactics rewards common sense and quick thinking. Taking needless risks and making bad decisions can get a person killed in a fight. Don't you think your character would see things the same way?

 

            Rich Baker

            November, 1994

 

Before anyone ever thought about creating a role-playing game, there was a little set of rules called the Chainmail™ game. With that slim booklet in hand, one could use miniature figures to conduct medieval battles, from sweeping conflicts in which huge armies of steel-clad men fought for honor and booty, to small bands of heroes storming formidable castles, to forces of elves taking up their bows against fearsome dragons.

            The Chainmail rules were hardly the last word in historical accuracy, but they were easy to learn and easy to play. They also did a great job of conveying what it might have been like to see a medieval battle unfolding before you. The Chainmail game eventually gave rise to the first fantasy campaigns, but a set of miniatures rules is not a role-playing game, and it wasn't long before the D&D® game, and later the AD&D game, came along to replace it. Nevertheless, the Chainmail rules for tabletop combat remain at the root of the AD&D game.

            The AD&D game is about more than combat, but what fantasy adventure is complete without at least one pitched battle where the heroes prevail by the strength of their sword arms and the sharpness of their wits? The Combat & Tactics book is for anyone whose heart races (as mine does) at the thought of clashing arms; not just hack 'n slash, but heroic battles with swirling action, ringing steel, and eldritch flashes of magic. You won't find 20 pages of tables telling you exactly where a sword blow lands in this book, but you will find plenty of ways to make combat more than a dice-rolling contest or an exercise in subtracting hit points from your character's total. If along the way you learn to stay away from fights unless you're sure your party can win them, that's even better.

 

Skip Williams

            November, 1994

 

 

Table of Contents

Chapter One:

Player's Option™ Combat System  

            Does This Belong in My Campaign?  

            The Battle Map          

                        Figures and Facing     

            Scale              

                        Melee Scale   

                        Range 

                                    Weapons        

                                    Monsters        

                        Missile Scale 

                        Switching Scale         

                        Combined Scale         

            The Combat Round     

                        Combat Rounds and

Game Time     

                        Spell Durations          

            Combat Status

                        Clear  

                        Threatened     

                                    Unusual Monsters and Threatening     

                        Grappled        

                        Attacks of Opportunity           

            Movement      

                        Base Movement          

                        Exceptional Abilities

and Movement

                                    Strength          

                                    Dexterity        

                        Encumbrance  

                                    Simplified Encumbrance        

            Opening the Battle      

                        Surprise          

                        Encounter Distance    

                        Set-up 

            The Five Basic Steps of Every Combat Round          

                        Step One: Monster Action Determination      

                        Step Two: Player Action Declaration

                        Step Three: Initiative 

                        Step Four: Resolution of Actions       

                        Step Five: End of Round Resolution  

            Initiative         

                        The Initiative Roll      

                        Base Initiative

                        Weapon Speeds          

                        Critical Events           

            Combat Actions          

                        Combat Actions and Movement

                                    No-Move Actions      

                                    Half-Move Actions    

                                    Full-move Actions     

                        Movement and Initiative

                        Combat Movement

on the Battle Map

                        Moving Through Other Figures in Combat

                                    Overruns        

                        Choosing an Action    

                        The Actions    

                                    Attack 

                                    Cast a Spell    

                                    Charge

                                    Cover 

                                    Fire/Throw Missiles  

                                    Guard 

                                    Move  

                                    Parry  

                                    Run     

                                    Sprint 

                                    Unarmed Combat        

                                    Use A Magical Item   

                                    Withdraw       

            Ending the Combat Round      

                        Retreats          

                        Fatigue

                                    Keeping Track of Fatigue       

                                    Effects of Fatigue       

                                    Recovering from Fatigue        

                                    Effects of Force Marching on Fatigue

                        Morale

                                    Informal Morale Checks         

                                    Formal Morale Checks           

                                    Failing a Morale Check

                        Status  

            Special Combat Conditions    

                        Standard and Optional

AD&D Rules  

                                    Movement and Footing           

                                    Cover and Concealment         

                                    Mounts

                                    Rear or Flank Attacks

                                    Sitting, Kneeling,

and Lying Prone         

                                    Damage and Dying     

                                    Weapon Type vs. Armor Type           

                                    Firing Into a Melee     

                        Additional Rules        

                                    Higher Ground

                                    Knockdowns  

                                    Critical Hits   

                        The Gray Areas          

            Example of Combat    

                        Round One     

                        Round Two    

                        Round Three   

                        Round Four    

 

Chapter Two:

Combat Options        

            Does This Belong in My Campaign?  

            Battle Tactics 

                        Shield Wall    

                                    Versus Missiles          

                                    Versus Melee 

                        Spear Hedges 

                        Mounted Charge         

                        Archery from Horseback        

            Attack Options

                                    The Opposed Roll      

                        Block  

                        Called Shot    

                        Disarm

                        Grab   

                        Overbear        

                        Pull/Trip        

                        Sap     

                        Shield-Punch  

                        Shield-Rush    

                        Special Weapon Maneuver    

                        Trap   

                                    Trap and Break          

                        Unarmed Attack          

                        Unhorse          

            Fighting Styles

                        Single Weapon           

                        Two-handed Weapon 

                                    Size and Two-handed Weapons         

                                    One- or Two-handed Weapons          

                                    One-handed Weapons

used Two-handed       

                        Weapon and Shield    

                        Two Weapon  

                        Unarmed         

                        Missile or Thrown Weapon   

                                    Multiple Loaded Weapons     

                                    Thrown Weapons       

                        Weapon-Specific Styles         

            Dueling           

                        What's A Duel?          

                        Initiative         

                        The Dueling Plot        

                        Attacking in the Right Spot     

                        Reading an Opponent's Move 

                        Moving the Figures    

                        Choice of Defense                  

                        Choice of Attack        

                        Ending a Duel 

            Heroic Frays  

Chapter Three: The Battlefield      

            Does This Belong in My Campaign?  

            Battlefields     

                        The Four Basic Battlefields   

                                    Dungeons or Caves    

                                    Town or Building       

                                    Outside           

                                    Castles or Fortifications         

                        Battlefield Characteristics     

                                    Encounter Range        

                                    Lines of Fire   

                                    Cover and Concealment         

                                    Footing           

                                    Obstacles       

                                    Unusual Materials or Hazards

            Terrain Types 

                        Badlands        

                        Caves 

                        Desert 

                        Fields or Farmland     

                        Forest, Heavy or Jungle         

                        Forest, Light   

                        Hills   

                        Marsh 

                        Mountains       

                        Plains 

                        Ships  

                        Swamp           

                        Taverns          

                        Town Streets  

            Generating a Battlefield         

                        Step One: Scale          

                        Step Two: Topography

                                    Flat     

                                    Hilly   

                                    Broken

                        Slopes and Escarpments         

                        Step Three: Ground Cover and Water

                                    Clear  

                                    Thickets          

                                    Light Woods   

                                    Heavy Woods 

                                    Clear  

                                    Bog     

                                    Stream

                                    Pond   

                        Step Four: Obstacles  

                        Step Five: Putting It All Together      

            Fighting in Unusual Conditions          

                        Limited Visibility       

                                    Moonlight or Moderate Fog or Rain  

                                    Starlight or Dense Fog or Heavy Rain

                                    Total Darkness           

                        Water 

                                    Weapon Restrictions  

                                    Vision 

                                    Movement      

                                    Fighting Underwater Monsters From the Surface       

                        Climbing        

                                    Movement      

                                    Fighting          

                                    Fighting Flying Creatures       

                        Aerial Combat

                                    Initiative         

                                    Threatening    

                                    Movement      

                                    Attacks from Below   

                                    Attacks from Above   

                                    Unseating a Rider       

                        Combat on Other Planes         

                                    Astral Combat

                                    Ethereal Combat         

            The Effects of Magic on the Battlefield          

                        Wizard Spells

                        Priest Spells   

                        Magical Items 

Chapter Four: Weapon Specialization & Mastery

            Weapon Proficiencies

                        Intelligence and Proficiencies

                        Proficiencies and the  

                        Weapon Groups         

                                    Specialization and

Weapon Groups         

                        Character Classes and Weapon Proficiencies

                                    Kits and Barred Weapons

                                    New Weapons

                        Shield Proficiency      

                        Armor Proficiency     

            Weapon Mastery        

                        Nonproficiency          

                        Familiarity     

                        Proficiency     

                        Expertise        

                        Specialization

                                    Melee Weapons         

                                    Missile Weapons       

                                    Bows  

                                    Crossbows     

                                    Firearms         

                        Weapon Mastery        

                                    Effects of Mastery      

                                    High Mastery  

                                    Grand Mastery

                                    Special DM Note       

            Fighting Style Specializations

                        Weapon and Shield Style       

                        One-handed Weapon Style     

                        Two-handed Weapon Style    

                        Two-Weapon Style    

                        Missile or Thrown Weapon Style      

                                    Horse Archers

                        Local Fighting Styles  

            Special Talents          

Chapter Five:

Unarmed Combat     

            Does This Belong in My Campaign?  

            Brawling        

                        Brawling Attacks Against Armed Opponents 

                        Temporary Damage    

                        Opposed Rolls           

            Pummeling      

                        Pummeling Procedures           

                        Pummeling Skill Levels         

                        An Example of Pummeling     

                        Special Pummeling Maneuvers          

                                    Sapping          

                                    Kicking           

            Wrestling        

                        Wrestling Procedures 

                                    Holds 

                                    Previously Established Holds and Locks       

                                    Breaking Free 

                                    Assistance      

                                    Locks  

                                    Wrestler Versus Wrestler       

                        Wrestling Skill Levels

                        An Example of Wrestling       

            Overbearing   

                        Overbearing Procedures        

                        Pins    

                                    Effects of Pins

                                    Maintaining and Breaking Pins           

                                    Assistance      

                        Overbearing Skill Levels       

                        An Example of Overbearing   

            Attack Options and

Unarmed Attacks        

            Subdual Attacks         

                        An Example of Subduing        

            Martial Arts   

                        Martial Arts Procedures         

                        Martial Arts Skill Levels       

                        Martial Arts Weapons

                        An Example of Martial Arts Combat  

            Martial Arts Talents   

Chapter Six:

Critical Hits  

            Does This Belong in My Campaign?  

            Critical Hits: System I

            Critical Hits: System II          

                        Critical Hit Charts      

                        Location         

                        Severity          

                        Resistance      

            Reading the Critical Hit Tables         

            Specific Injuries         

                        Critical Hit Effects     

            Critical Hit Tables     

Chapter Seven:

Weapons & Armor   

            Equipment Groups      

                        Reading the Equipment Lists  

                        Stone Age or Savage Cultures

                        Tools/Common           

                        The Bronze Age and Ancient Cultures

                        Roman

                        Dark Ages      

                        The Crusades 

                        Hundred Years' War  

                        The Renaissance        

                        Middle Eastern           

                        Oriental          

                        Firearms         

                        Armor 

            Master Weapon List   

                        Weapon Descriptions 

            Weapons Tables         

            Weapon Groups         

            Weapons and Ability Bonuses

            Armor Descriptions   

Chapter Eight:

Siege Warfare          

            Does This Belong in My Campaign?  

            War Machines

                        Bombardment Engines

                                    Ballista           

                                    Bombard        

                                    Cannon           

                                    Catapult          

                                    Trebuchet       

                        Bombardment Engine

Procedures     

                                    Indirect Fire Engines  

                        An Example of Indirect

Bombardment 

                                    Direct Fire Engines    

                        An Example of Direct

Bombardment 

            Vehicles         

                        Chariot           

                        Howdah          

                                    Carrying Capacities For Beasts         

                        Wagon

                        Driving Checks and Flipping Over    

                        Ramming        

            Miscellaneous War Machines

                        Battering Ram

                        Bore   

                        Cauldron        

                        Gallery Shed  

                        Greek Fire Projector  

                        Mantlet/Abatis

                        Ram Catcher   

                        Rocks 

                                    Critical Hits and

Knockdown Dice       

                                    Multiple Targets         

                        Siege Tower   

            Escalades       

                        The Approach of A Castle     

                        Walls  

                                    Wall Defenses

                                    Scaling Walls 

                                    Ladders          

                                    Grappling Hooks        

                        War Machine vs. War Machine          

                                    Fires   

                        Sapping          

                        Petards           

                        Creatures Inside

Destroyed Targets      

                        Magical Attacks         

            Sieges 

                        Reduction       

                                    Reduction Procedures

                                    Saving Throw Failure

                        Mines 

                                    Counter Mining          

                        Investment      

            Mass Combat 

                        Mass Combat Procedures       

                        An Example of Mass Combat 

            Proficiencies  

Chapter Nine:

Monsters       

            Does This Belong in My Campaign?  

            Creatures in Battle     

                        Intelligence     

                        Alignment       

                        Morale

            Creature Types           

                        Humanoid       

                        Animal

                        Monster          

            Attack and Armor Types        

                        Attacks           

                        Armor 

Index  

 

Credits

Design: L. Richard Baker III & Skip Williams

Editing: Thomas M. Reid

Project Coordinator: Steve Winter

Art Coordinator: Peggy Cooper

Cover Illustration: Jeff Easley

Interior Illustrations: Doug Chaffee, Les Dorscheid, Larry Elmore,

Ken & Charles Frank, Roger Loveless, Erik Olson, and Alan Pollack

Graphics Coordinator: Paul Jaquays

Graphic Design: Dee Barnett

Production: Paul Hanchette

Typography: Angelika Lokotz

Photography: Charles Kohl

Diagrams: Paul Hanchette

Special Thanks: Dave Gross

Advanced Dungeons & Dragons, Dungeons & Dragons, AD&D, D&D, Dungeon Master, Dragon Strike, and Dragon are registered trademarks owned by TSR, Inc.

Chainmail, Monstrous Manual, Planescape, Player's Option, and the TSR logo are trademarks owned by TSR, Inc.

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the

material or artwork contained herein is prohibited without the express written permission of TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.

Distributed to the book trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors.

©1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

0–7869–0096–2          2149XXX1501            2nd Printing, Nov 1995.

 

 

Chapter One:

Player's Option

Combat System

This chapter introduces the Player's Option combat system, an advanced set of skirmish rules designed to add detail and flavor to battles in an AD&D game. The combat rules from the Player's Handbook and Dungeon Master® Guide have been expanded and streamlined to create more active, exciting battles.

            In most forms of personal combat, there is a lot more going on than a cycle of swing-and-miss and swing-and-hit actions. In a fight, people move around. They press advantages or fall back when they need to get some room. Consider a pair of boxers. They're not just throwing punches; they're ducking, dodging, weaving, and trying different attack strategies such as jabs, hooks, or uppercuts.

            Armed combat is much the same. Position is important. Enemies try to surround lone characters to get flank or rear attacks. Large creatures such as giants or dragons use their bulk to knock smaller opponents back and scatter defenses. These are not unusual attacks or special maneuvers; they're things that just happen in the chaos of a fight.

            The Player's Option combat system incorporates these effects and tactics, making them available for heroes and monsters both. Your battles will never be the same again.

Does This Belong in My Campiagn? The Player's Option combat system is an integrated set of rules that dovetails with the later chapters in this book. However, you don't have to use this chapter in order to make use of the other systems.

            This chapter presents several new combat actions, restructures the AD&D initiative system, and introduces retreats, fatigue, and critical events. Most of the material assumes that you will use these rules with character and monster miniatures on some kind of map. If you don't want to run combat like this, you'll still find that the new initiative system and actions can be used without any figures or maps at all.

The Battle Map The Player's Option combat system is played on a gridded battle map with 1-inch squares. The battle map becomes a diagram of the battlefield that can be used with figures, stand-up counters, or markers. The exact location of each character or creature is important, since facing and terrain are critical to the tactics of a fight.

            A number of games and accessories, such as the Dungeons & Dragons® Adventure Packs, include gridded maps. Feel free to borrow mapboards and modify them for use in your own campaign.

            You can also use dry-erase boards, magnetic dungeon tiles, or washable gridded mats to portray your battlefield. You can make your own maps to customize the battlefield for each combat. In fact, it's a good idea for the DM to prepare for an encounter by making a map of the battlefield beforehand. As long as the map is marked in 1-inch squares, it will do.

            Some DMs and players may prefer battle maps marked with hexes instead of squares. Hexes, however, introduce certain inconveniences to the rules that do not surface with a square grid. (For example, can figures occupy partial hexes near walls?) Nevertheless, with a few modifications it is certainly possible to adapt the Player's Option combat system to a hex grid.

Figures and Facing

Every character in a fight is represented by a miniature, stand-up, or marker of some kind. Figures show the location of every creature in the battle and also show the facing of each creature. In melee scale, one Man-sized creature fills one square on the map.

            In any fight, facing is very important. It's hard to punch someone standing behind you unless you turn around. Each figure or marker on the battle map should have an obvious front facing. For miniatures in strange poses, everyone should agree beforehand what direction is the front of figure. "This figure faces the square his sword is pointing at" is good enough.

            All figures have front, flank, and rear spaces. The three spaces in front of a figure are its front spaces, the two spaces directly beside it are flank spaces, and the three spaces behind it are rear spaces. Facings can be at the side of a square or at the corner (see diagram).

            Normally, characters can only attack enemies in their front spaces and gain attack bonuses when they attack an enemy's flank or rear.

            There are two situations where more than one figure can occupy a single square: grappled figures are both in the defender's square, and characters in close order (see Chapter Two) can fit two figures to a single square. If there is more than one figure in a square, each figure has the same front, flank, and rear spaces; no one is considered to be in the left side of the space, or the back of the space, or whatever.

            Tiny (Size T) creatures can fit an unlimited number in one square, although it would be unusual for more than 10 to be in one space unless they were insect-sized.

            Figures that are smaller than Man-sized (Size S) normally occupy one square each, but if space is tight they'll fight two to a square with no penalty. Small creatures in close order can fit three figures in a square.

            Large (size L) creatures normally occupy one space on the map. They can fight in close order simply by occupying adjacent spaces.

            Huge (size H) creatures occupy two to four spaces on the map, depending on their size and shape. Humanoids such as giants and ettins are two squares wide, creating an extra front space and an extra rear space. Horse-like or serpentine creatures have a narrow front and a long body, creating two extra flank spaces. Block-like or massive creatures occupy a four-space square.

            Gargantuan (Size G) creatures occupy at least six spaces. They can be even bigger if the DM decides that the creature's proportions are truly immense. A dragon with a 40-foot body could take up a block of spaces two wide and eight long! Gargantuan creatures define front, flank, and rear spaces so that roughly one-third of the adjacent squares fall into each category.

 

Scale In normal combat situations, each 1-inch square on the map represents an area 5 feet square. This is referred to as melee scale. Under certain special circumstances, each 1-inch square can represent 5 yards. This is known as missile scale.

Melee Scale

The melee scale is the default scale for battles that take place indoors, inside dungeons, in darkness or fog, or at close range. As long as the combatants are all starting within 50 or 60 yards of each other, most battle maps are big enough to run in melee scale from the start. This will save you the trouble of converting from missile scale to melee scale during the battle (see Missile Scale, below).

            In melee scale, remember that spell and missile ranges are based on yards, not feet. A thrown dagger normally has a short range of 10 yards, or 30 feet. In melee scale, this is 6 squares on the battle map. A spell with a 30-yard range can be targeted 18 squares away.

Range

Most characters and monsters can only make melee attacks against creatures standing in one of their front spaces. However, some weapons provide extra reach for characters, and some monsters cover a greater area because of size.

Weapons

Many polearms are assigned a range, much like missile weapons. A polearm with a range of 2 can strike enemies standing in the character's front square or any adjacent square beyond the row of front squares.

            Some weapons are defined as range only weapons. Pikes and lances fall into this category. These weapons can be used to make normal attacks in the squares they can reach but cannot be used against targets in between the wielder and the weapon's point.

            Creatures wielding range 2 or larger weapons or natural attack forms cannot make melee attacks through an occupied square to another square unless as part of a spear or pike hedge (see Chapter Two).

Monsters

Any Large creature armed with a weapon adds 1 to its range, due to its great natural reach. For example, an ogre wielding a spear (normally range 1) has a range of 2 with the weapon. Any Huge creature armed with a weapon adds 2 to the weapon's range. A Gargantuan creature adds 3 to a weapon's range; a titan swinging a 15-foot sword endangers an enemy quite a ways off.

            Some monsters may also have natural attacks that allow them to strike opponents at ranges greater than 1.

Missile Scale

Some battles may open in missile scale, which is five yards to the square. The only reason to set up a battle in missile scale is when the two hostile forces try to engage each other with spells or missiles at ranges greater than 50 yards or so. Naturally, this usually happens in outdoor settings with good visibility. If neither side has any missile or spell capability, there is no reason to set up the battle in missile scale. Save yourself the trouble of converting and set it up in melee scale from the start.

            For example, the heroes encounter a party of orcs while climbing a high mountain pass. The DM decides that the two groups spot each other at a range of 500 yards, since there isn't much cover. Nothing happens until the groups close to 210 yards, since that is the maximum range of the party's longbows. The DM tells the players that they begin the battle in missile scale, 42 squares away from the orcs.

            In missile scale, characters and monsters move 1/3 as fast as normal. A character that could normally move 12 squares in a combat round can only move four spaces per round in missile scale. There are nine melee squares in a single missile square, so up to nine Man-sized creatures can occupy a square when missile scale is in effect.

            Since all spell and missile weapon ranges are expressed in yards, it is easy to figure ranges in missile scale. A target eight squares away is actually 40 yards distant.

Switching Scale

When two opposing creatures move adjacent to each other, it's time to switch the scale from missile to melee scale. Select one figure as an anchor, and move all the other figures three times as far from the anchor as they were. In effect, you're zooming in on the battle.

            An easier but less accurate method of zooming in on the battle is to simply announce that you're switching scale and allow both players and monsters to get a second set-up. As long as everyone sticks by the spirit of the set-up, just eyeball it. Make certain that the opposing forces have three times as many squares between them as they did before the scale was zoomed in.

Combined Scale

A handy way to keep track of where the party members are in relation to each other is to have them set up their marching order in melee scale. Set up the monster group in melee scale in relation to each other. Now, assume that all the spaces between the party and the monsters are missile squares. Make sure you indicate where the scale changes by setting a pencil or ruler on the map.

            This combined scale method assures that monsters trying to close under missile fire have to withstand the normal amount of attacks before they get close enough for melee. It's also useful for determing the areas of effect of any spells cast at the opposing group. When any two opposing characters come in contact, switch the scale.

The Combat Round In a standard AD&D game, rounds are assumed to be about one minute long. The combat system round lasts about 10 to 15 seconds, during which a typical swordsman will make about three to six swings. Most characters and monsters can only make one effective attack in this time; the rest of the swings are feints, parries, or just for show.

            Higher-level characters with multiple attacks are able to make more of these swings count. Parries are followed up with ripostes. Feints suddenly become attacks when an opening presents itself. With time and practice, a skillful swordsman can make every swing of his sword a potentially lethal attack.

Combat Rounds and Game Time

Combat rounds replace the one-minute round in normal AD&D combat situations. If you need to keep count, five combat rounds equal one normal round, and 50 equal a full turn.

            To make things easy, the DM can rule that a battle, regardless of its actual length, takes one turn. Characters tend to spend several minutes checking on fallen enemies, surveying their own injuries, and making sure that the enemy has abandoned the field before dropping their guard. Unless time is an issue, this is reasonable.

Spell Durations

All spells with durations expressed in rounds last for the exact same number of combat rounds. Spells with durations measured in turns last for the entire battle. If a spell measured in rounds is in the middle of its duration when the fighting begins, the balance of its duration runs in combat rounds.

            For example, a 5th-level mage casts a haste spell that lasts three rounds, plus one round per level, for a total of eight rounds. In the fifth round, the party gets into a fight. The haste spell lasts four combat rounds before expiring.

Everything else about the spell still functions on a round-by-round basis, as it did before. A cleric casting heat metal still inflicts 2d4 points of searing damage in the third, fourth, and fifth combat rounds. A wizard with a feather fall spell still falls at a rate of 120 feet per combat round. Remember, this is an abstract system; applying physics properties to every situation (such as the fact that the wizard with feather fall is now plummeting to the ground at a hasty 6.8 mph rather than the standard 1.4 mph) may reveal lots of facts, but it won't make for a better game.

Combat Status Any figure involved in combat falls into one of three categories: clear, threatened, or grappled. This represents the immediacy of an enemy threat and influences what actions the character can choose for that combat round. A character's options are extremely limited when he is caught in an owlbear's hug.

            In addition to governing the character's choice of combat actions for the round, threatening is also important because it determines who is subject to what are known as attacks of opportunity (see below).

Clear

Characters who are standing free of the melee and aren't endangered by any adjacent monsters are considered clear. (The character can still be attacked by missile fire, charged, or have a spell thrown at him, of course.) As long as a character is not in the threatened spaces of any enemy figure, he is clear. The character's choice of combat action is unrestricted.

            Characters who are clear are allowed to turn to threaten a figure that moves up to them in the course of a combat round. The character doesn't have to do this; he can ignore the danger. The character only gets this free facing change once per round, so he can elect to threaten the first figure that moves up to him or to wait upon the arrival of a more dangerous enemy.

Threatened

Any square that a creature can reach with its weapons or claws also threatens those squares and therefore any characters or creatures standing in one of the threatened squares. The character's own facing doesn't matter—it's possible to be threatened by someone standing behind you.

            Threatened characters can choose to ignore the creature threatening them and take any combat action they wish, but if they do, the threatening creature gains an immediate attack of opportunity. The following actions create an attack of opportunity for the threatening creature:

            Monsters and characters threaten all eligible squares throughout the entire round. If a character tries to sprint through the threatened squares to get by the defender, the defender gets an attack of opportunity as the character runs by. If the creature being attacked suffers from a successful knockdown roll or if a critical hit from the attack of opportunity is suffered, then it must stop moving. Otherwise, it may run by the creature threatening it.

Unusual Monsters and Threatening

There are a number of creatures that do not have a clear front facing. Who can tell what the dangerous end of an ochre jelly or otyugh is? These amorphous monsters don't have rear or flank spaces, and therefore threaten any character who moves next to them.

Grappled

Grappled characters are physically restrained by their foes. There are a number of ways to grapple with an opponent; wrestling, martial holds, pinning, and grabbing are all possible. In addition, some monsters have special attacks that grapple their victims. For example, a giant scorpion can pin its prey in its claws, or an owlbear can hug a victim.

            Grappled creatures must get free before they can move. The only combat actions a grappled creature can take are:

            Respond with unarmed combat.

            Attack the grappling creature with a size S weapon.

            Attempt to escape. Each grappling method defines a means of escape.

            Grappling creatures occupy the same square on the battle map, unless there is something unusual about the monster doing the grappling. For example, a roper can grapple characters up to 10 squares away with its special tentacle attack.

            Grappling figures never threaten other squares.

Attacks of Opportunity

Attacks of opportunity occur when a threatened character or creature ignores the enemy next to it or turns its back on a foe. The threatening enemy gets to make an immediate melee attack (or sequence of attacks for monsters with multiple attacks) against the threatened creature. Attacks of opportunity cannot be performed with missile weapons. This is a free attack that does not take the place of any actions the threatening creature had already planned.

            A creature can't make more than one attack of opportunity against a single opponent in the course of a combat round, but if several enemies leave themselves open, the creature can make one free attack against each one.

            There is a limit to the number of attacks of opportunity a single creature may make in one round. Warriors and monsters can make three attacks of opportunity plus one per five levels or Hit Dice. All other characters can make one attack of opportunity plus one per five levels. Thirty kobolds trying to swarm past a fighter in a narrow passage will take losses, but some will still get through.

            Surprised characters and monsters cannot make attacks of opportunity during the round in which they are surprised.

Movement Obviously, movement is an important part of a fight. If a character is wielding a sword, he can't hurt anyone with it unless he gets very close to them. The more time a character spends moving, the less he is able to do when he gets there.

            In the standard AD&D game, every character and monster has a base movement rate. Since Player's Option combat rounds are shorter than AD&D rounds, each point of that base movement rate allows a PC, NPC, or creature to move one square per combat round in melee scale. A human fighter with a movement rate of 12 can move 12 squares, or 60 feet, in one combat round. If a character moves diagonally, it costs 3 movement points for each 2 squares, rounded up. If a character moves three squares diagonally, it costs 5 movement points: 3 for the first two squares and 2 for the the third square.

            Remember, this is a conservative advance. Figures can exceed their normal movement rates by charging, running, or sprinting (see Attack Options, below). The same human fighter sprints 180 feet in a combat round, which isn't bad for an untrained runner wearing sturdy boots, heavy clothes, and carrying a sword.

            Characters determine their combat system movement in three steps:

Base Movement

Every character (and monster) begins with a base movement determined by race. For monsters, this information appears in the apropriate Monstrous Manual™ accessory under Movement. For characters, the base move varies by race:

            Character Race         Movement Rate

            Human             12

            Elf or Half-elf             12

            Dwarf              6

            Gnome             6

            Halfling                       6

            Unless the DM wants to generate ability scores for every NPC in the game, it's safe to assume that any generic member of the race has the base movement rate listed. However, player characters and exceptional NPCs may be able to move faster than normal.

Exceptional Abilities

and Movement

Characters with exceptional Strength or Dexterity scores can increase their base movement rate beyond the normal limits of their race. Similarly, characters with weaknesses in these areas are slower than others of their kind.

Strength

Add the character's hit probability adjustment to her base movement rate. If you are also playing with the Skills & Powers rulebook, add the hit probability adjustment based on the character's Strength/Stamina (not Strength/Muscle) instead.

Dexterity

Add the character's reaction adjustment to his base movement rate. If you are also playing with the Skills & Powers rules, use the adjustment for Dexterity/Balance instead.

            For example, Loftos the Swift, a human fighter, has a Strength of 17 and a Dexterity of 16. His Strength gives him a hit probability bonus of +1, and his Dexterity gives him a reaction bonus of +1, too. His base movement rate, therefore, is 12+1+1, or 14.

 

Encumbrance

Even the fastest sprinter won't move so quickly when he's carrying 140 pounds of armor, weapons, and adventuring gear. A character's encumbrance falls into five categories: none, light, moderate, heavy, and severe. Encumbrance is described in the Player's Handbook in Chapter 6: Money and Equipment.

            To determine the character's encumbrance category, find his Strength and read across the table. The numbers on the table are the breakpoints for each category. A character with a Strength of 14 is not encumbered until he has 56 pounds of gear, lightly encumbered until he has 86 pounds of gear, moderately encumbered until he carries 116 pounds of gear, and heavily encumbered up to a load of 146 pounds.

            To calculate a monster's strength for this purpose, add 31/2 points per size category (rounded down) to the monster's base Hit Dice (ignoring plusses). Thus, an ogre has a generic Strength score of 18 (Large creature is size category 4, x 31/2 = 14, plus 4 Hit Dice = 18).

            Character                   Encumbrance Category

            Strength         Lt.      Mod.   Hvy.    Severe

            3          6         7         8         10

            4–5      11       14       17       20

            6–7       21       20       39       47

            8–9      36       51       66       81

            10–11  41       59       77       97

            12–13  46       70       94       118

            14–15  56       86       116      146

            16        71       101      131      161

            17        86       122      158      194

            18        111      150      189      228

            18/01   136