Combat Notes for Stefon's AD&D Campaign
In going back over the DMG combat sequence (and a bit through the Complete Fighter's Handbook) I ran across some things that I thought everyone should be made aware of before we actually have a combat sequence.
- How the "Hold" maneuver works. If you hold an attack/action, you may not take it until after all combatants have taken that action. Then you may use it or lose it. In the case of multiple attacks (which will be often with this group) the held action must take pace before the next wave of attacks. (i.e. if you hold your first attack, you must wait until all have made their first attacks before you can use it, but you must use it before second attacks have begun or it is lost).
- Retreating. There are two ways in AD&D to retreat from melee combat:
- Withdraw. When withdrawing you move at 1/3 your movement rate, but have full AC.
- Flee. When fleeing you get your full movement rate, but your opponent gets a free shot at your back. And when I say a free shot, I mean her full compliment of attacks without cutting into her normal melee attacks. In other words, flee from a troll and it gets three attacks on you, then three attacks in melee as normal.
- Charging. By charging into combat you may move at 150% of your normal rate and gain +2 to hit. You also suffer a +2 penalty to your initiative roll, suffer a +1 AC penalty and lose any Dex bonus to AC that round. Charging must be declared before initiative is rolled. (Note: strictly speaking from the DMG, rather than the +2 initiative penalty, your opponent is supposed to get a -2 bonus. Since they are functionally the same thing, I am choosing to enforce it this way because I feel that it suits the nature of the combat better.)
- Called shots. Attempting a called shot imposes a +1 initiative penalty and a -4 to-hit penalty. Called shots must be declared before initiative is rolled.
- Multiple attacks. There are two types of multiple attacks. Those from the same "weapon" and those from different "weapons". Those from different weapons happen all on the first pass through combat. Those from the same weapon happen on successive passes. For example, sword and dagger happen at once (weapon speed permitting), but a second strike from the same sword waits until everyone has taken their first action and the character's second pass through the initiative order has come up.
- Combat sequence:
- Charging or called shots? These must be declared before initiative is rolled and their penalties enforced on the roll. Also if casting a spell, you must here declare, "I'm casting a spell." You don't have to say what or on whom, but anyone with the Spellcraft proficiency and a reasonably clear view may make a check.
- Roll initiative. Subtract Dex bonus (reaction adjustment), then add penalty for type of maneuver (weapon speed, magic item use, granted power use and spell casting time).
- Total your initiative. Note that if you are attacking with two weapons, you have two initiative totals. In any event, your total cannot be below 0.
- We go around the room and people declare and act as they go. Orders/ideas can be yelled/spoken to those with lower initiative. Coordination can take place by two characters (who must communicate in character in some way) holding action and making their coordinated strike during the "held action phase."
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