COMBAT
Combat occurs when characters fight monsters or other characters. In combat, opponents are referred to as different "sides". It is possible to have several groups fighting each other and therefore have more than 2 sides. Combat includes throwing or shooting weapons, such as spears and bows, casting spells and meleeing or fighting with handheld weapons such as swords. The following sequence is used to resolve combat.
Combat Sequence
- Each side rolls for initiative (1d6).
- The side with initiative acts first (if simultaneous all actions are performed by each side at the same time):
- Morale checks, if needed
- Movement
- Ranged combat:
- choose targets
- roll 1d20 to hit; adjust result by Dexterity adjustment, range, cover, and magic
- On hit roll damage
- Magic spells (roll saving throws, as needed: 1d20).
- Melee combat:
- choose (or be attacked by) opponents
- roll 1d20 to hit; adjust result by Strength adjustment and magic weapons
- On hit roll damage; adjust result by Strength adjustment and magic weapons
- Each remaining side then completes the above actions in order.
- The DM handles any surrenders, retreats, etc., as they occur.
Repeat the combat sequence as many times as necessary to finish the melee. Once the game turn ends; see the Order of Events in One Game Turn to continue.
The creature’s hit dice or class level is compared to the armor class of the defender to find the minimum number needed to hit. The CHARACTER ATTACKS chart has the levels listed on the left side of the chart. To find the number needed “to hit”, find the column that matches the character's level. The “to hit” number is read on the same line as the opponent's Armor Class.
Defensive Movement
Movement in combat is handled per round, as explained before. However, only the following special forms of movement are possible once opponents are engaged in melee. These types of defensive movement may be used by both characters and monsters. A character who wants to use one of these forms must say so before the initiative roll for the round. Meleed creatures who slay all their opponents are no longer meleed.
FIGHTING WITHDRAWAL. A fighting withdrawal may be used in combat if the defender wishes to back up slowly. Movement backwards is limited to 1/2 the normal movement rate per round (or less). There must be enough room to back up. In crowded situations, characters or monsters behind a creature attempting to use a fighting withdrawal will prevent this form of defensive movement.
RETREAT. Any movement backwards at more than 1/2 the normal movement rate is a retreat. If a creature tries to retreat, the opponent may add + 2 to all “to hit” rolls, and the defender is not allowed to make a return attack. In addition to the bonus on “to hit” rolls, the attacks are further adjusted by using the defender's Armor Class without a shield. (Any attacks from behind are adjusted in the same manner.)
How To Attack
In combat, attacks may be made with spells (magical attack), weapons which are shot or thrown (missile fire), or weapons which are held and swung (hand-to-hand or melee combat).
Spell attacks will automatically hit the chosen targets if within range or the area of effect. There is a chance that a character may escape all or part of the effects of certain spells. This chance is called a saving throw, and is a combination of luck and experience. Saving throws are fully explained on page B26.
A melee or missile fire attack does not automatically hit. The chance of an attack hitting or being successful is given as a number between 1 and 20 and is determined by comparing the attacker’s level or hit dice to the defender’s armor class (AC) on the tables below. One table is used when characters (PCs or NPCs) are attacking, and the other is used when monsters are attacking. Roll 1d20: if the result is equal to or greater than the number indicated by the chart, the attack has been succeseful. Unless magical or silver weapons are needed to cause damage, (and not available) a roll of 20 will always hit, and a roll of 1 will always miss.
ADJUSTMENTS TO ATTACK ROLLS: Both missile fire and melee combat use the same Attack tables. Missile fire may occur when the opponents are more than 5’ apart, but only when a thrown weapon (a spear, for example) or a shot missile weapon (such as by a bow) is being used. In missile fire combat, the score needed "to hit" may be adjusted by Dexterity, magical weapons, missile range and special situations (for example, having cover from missile fire — such as a barrel to hide behind).Melee combat may occur if the opponents are within 5’ of eachother. In melee combat, the score needed "to hit" may be adjusted by Strength, magical weapons, and by occasional special situations. Unless missile attacks are mentioned, monsters will only engage in melee combat.
Missile fire is never adjusted by Strength. Hand-to-hand combat is never adjusted by Dexterity. A character may not attack more than once in one round.
Two-Handed Weapons. Heavy two-handed weapons (flail, battle axe, pole arms, etc.) may strike once per round, but strike last in the round, regardless of initiative.
Crossbows. Crossbows may be fired once every two rounds, taking one round to load and one to fire.
DAMAGE
If an attack hits, the DM must determine how much damage the attack has done. Damage from attacks by monsters is given with each monster description. The most common series of monster attacks is the "claw/claw/bite routine". Damages are always listed in the order of the attacks. For example, a cave bear has 3 attacks (2claws and 1 bite): its attacks will do damages of 1-8 (1d8) pointsfrom each claw and 2-12 (2d6) points from the bite. This is listed as 1-8/1-8/2-12.
AMOUNT OF DAMAGE: All weapon attacks by characters (PC or NPC) will do 1-6 (1d6) points of damage, adjusted by Strength and magical bonuses, if applicable. If the Variable Weapon Damage system (hereafter) is used, check the weapon type to find how much damage each weapon will do (adjusted by Strength and magical bonuses or penalties).
SCORING DAMAGE: The number of points of damage caused by a successful attack is immediately subtracted from the number of hit points the defender has at that time. All damages remain until healed. Any defender reduced to 0 hit points or less is dead.
HEALING WOUNDS: Wounds may be cured in two ways: by resting or by magic. To cure wounds by resting, the wounded creature must relax in a safe place, and may do nothing but rest. Each full day of complete rest will restore 1-3 hit points (roll 1d6; 1 or 2 indicates 1; 3 or 4 indicates 2; 5 or 6 indicates 3). If a day’s rest is interrupted for any reason, no healing will take place. Wounds may also be healed by certain clerical spells and some magic items. Spells will heal wounds instantly without the need for long rest.
Different methods of healing may be used together: a character might rest 1 full day and also be healed by a cure light wounds spell in the same day.
Missile-Fire
Missile fire is a type of combat used when the enemy is too far away to fight hand-to-hand (more than 5 feet away). Missile weapons include crossbows (which fire quarrels), short and normal bows (which fire arrows), slings (which throw sling stones), thrown axes hammers, spears, flasks of oils, and vials of Holy Water. Missile fire is adjusted by Dexterity adjustments, the range to the target, any cover the target has, and any magical adjustments, as explained hereafter. Most monsters do not use missile fire (unless mentioned in the monster description).
Missile fire is fought at a range beyond 5 feet but still within sight. The DM should first check to be sure that the range is not greater than the maximum range for the type of weapon to be used (see Missile Fire Ranges, hereafter). The DM must check for surprise (or initiative) to see which side fires first. If the distance between enemies is reduced to 5’ or less as a result of movement, hand-to-hand combat may take place. In one round, a character may move and fire missiles or move and fight hand-to-hand. A character may not fire missiles, move, and start hand-to-hand combat all in the same round. A character may not attack twice in one round.
DEXTERITY: Missile fire may be adjusted by a character’s Dexterity adjustment, see page B7. The Dexterity adjustment will either add to or subtract from the "to hit" die rolls for missile fire, but does not adjust the damage caused.
RANGE: Missile fire should be adjusted for the range between the attacker and the target. Missile fire at short range is adjusted by a bonus of + 1 on the "to hit" rolls. Missile fire at medium range has no adjustment. Missile fire at long range is adjusted by a penalty of -1 on the "to hit" rolls.
COVER: "To hit" rolls for missile fire may be adjusted by the amount of cover a target has. A creature may hide behind any large object (a wall, tree, barrel, and so forth) to be "under cover". A target with "complete cover" cannot be hit (for example, a target around a corner). When a target has some cover but not "complete cover", the DM should make adjustments to missile fire to account for amount of cover. (Note that a shield is not considered as cover!) In general, the adjustments should be from -1 to -4. EXAMPLE: A character attacking a goblin partially hidden behind a small table would attack with a penalty of -1 on "to hit" rolls, while a character shooting at a bear in a thick woods might have a penalty of -4 on the "to hit" rolls.
OIL: Oil (which is carried in small bottles called flasks) may be thrown as a missile weapon. It may also be spread on the floor of a dungeon and then lit. Burning oil will do 1-8 (1d8) points of damage to any creature in the flames (or who attempts to cross a pool of burning oil). Flaming oil will not harm a monster which normally uses a fire weapon (such as a red dragon). Fire will damage most undead monsters, such as skeletons, zombies, ghouls, and wights (though wights will only take 1/2 damage).
A flask of oil contains enough oil to make a pool 3’ in diameter. A pool of burning oil will burn out in 1 turn. Oil thrown on a creature will drip off and will only cause damage for 2 rounds. The oil must be set afire for it to cause any damage; otherwise, it will only be slippery. The chance of oil catching fire depends on the situation, and is left for the DM to figure out. Touching the oil with a flaming torch should almost certainly cause the oil to light. Other methods may have less chance of success.
PC Level vs Type of Attack
| Death Ray or Poison | Magic Wands | Paralysis or Turn To Stone | Dragon Breath | Rods, Staves, or Spells | |
|---|---|---|---|---|---|
| Normal Man | 14 | 15 | 16 | 17 | 18 |
| 1-3 | 12 | 13 | 14 | 15 | 16 |
| 4-6 | 10 | ll | 12 | 13 | 14 |
| 7-9 | 8 | 9 | 10 | 10 | 12 |
| 10-12 | 6 | 7 | 8 | 8 | 10 |
| 13-15 | 4 | 5 | 6 | 5 | 8 |
The character’s equipment is assumed to survive if the character survives. If the character is killed by a special attack form (fire ball, dragon breath, etc.) normal equipment is considered destroyed. The DM may give magic items a saving throw equal to that of the character, and may allow a saving throw bonus equal to the item’s bonus in combat, if any (armor +2 saves at +2, a ring of protection +1 saves at +1, etc.).
MELEE COMBAT
Melee or hand-to-hand combat is the type of combat used when the enemy is within 5’. Hand-to-hand weapons include one-handed weapons (like a mace), two-handed weapons (like a battle axe), and any object the DM may allow to strike for damage (like a torch). Hand-to-hand attacks are adjusted by Strength, magical adjustments, and by positions (attacks from the rear).
Hand-to-hand weapons may be used to attack once per round. Monsters, however, are able to use all of their given attacks within one round of combat. A mountain lion would attack with two claws and one bite in the same round as a fighter’s single sword attack.
GROUP COMBAT: One character or monster may be attacked by more than one opponent. The exact number is affected by the size of the combat area and the size of the monsters. EXAMPLE: When fighting in a 10’ wide corridor, it is not likely that more than two or three characters could fight side by side.
CHARACTER ATTACKS
Character Class and Level | Roll needed on a 20-sided die to hit listed Armor Class
| FIGHTERS v / AC -> | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| normal man | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 | 20 |
| 1-3 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
| 4-6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 7-9 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 10-12 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 13-15 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
MONSTER ATTACKS
Defender’s Armor Class
| Monster's Hit Dice | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Up to 1 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 |
| 1+ to 2 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 |
| 2+ to 3 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 3+ to 4 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
| 4+ to 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| 5+ to 6 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 |
| 6+ to 7 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
| 7+ to 9 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
| 9+ to 11 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
| 11+ to 13 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 13+ to 15 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 15+ to 17 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
| 17+ to 19 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 19+ to 21 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 21+ or more | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
A melee or missile fire attack does not automatically hit. The chance of an attack hitting or being successful is given as a number between 1 and 20 and is determined by comparing the attacker's level or hit dice to the defender’s armor class (AC) on these tables. One table is used when characters (PCs or NPCs) are attacking, and the other is used when monsters are attacking. Roll 1420: if the result is equal to or greater than the number indicated by the chart, the attack has been successful. Unless magical or silver weapons are needed to cause damage, (and not available) a roll of 20 will always hit, and a roll of 1 will always miss.
Missile Fire Ranges
RANGES (in feet):
| Weapon Type | Short (+1) | Medium (0) | Long (-1) |
|---|---|---|---|
| Crossbow | 5-80 | 81-160 | 161-240 |
| Long Bow | 5-70 | 71-140 | 141-210 |
| Short Bow | 5-50 | 51-100 | 101-150 |
| Sling | 5-40 | 41-80 | 81-161 |
| Spear* | 5-20 | 21-40 | 41-60 |
| Oil* or Holy Water | *5-10 | 11-30 | 31-50 |
| Axe or Dagger | 5-10 | 11-20 | 21-30 |
* thrown weapons
Variable Weapon Damage
| Damage | Weapon Type |
|---|---|
| 1-4 (1d4) | Torch |
| 1-4 (1d4) | Dagger |
| 1-4 (1d4) | Sling stone |
| 1-4 (1d4) | Club |
| 1-6 (1d6) | Arrow |
| 1-6 (1d6) | Hand Axe |
| 1-6 (1d6) | Mace |
| 1-6 (1d6) | Quarrel* (Crossbow Bolt) |
| 1-6 (1d6) | Short Sword |
| 1-6 (1d6) | Spear |
| 1-6 (1d6) | War Hammer |
| 1-8 (1d8) | Battle Axe* |
| 1-8 (1d8) | Sword |
| 1-10 (1d10) | Pole Arm* |
| 1-10 (1d10) | Two-handed Sword* |
* Two-handed weapon
Whenever a two-handed weapon is used (including pole arms), the attacker cannot use a shield (this may reduce the Armor Class of the attacker) and will always lose the initiative, whatever the roll (see page B23).
MORALE
Any creature in battle may try to run away or surrender. Characters are never forced to do this; a character always reacts in the way the player wishes. NPCs and monsters, however, may decide to run away or surrender.
RETAINER MORALE: The morale score of a retainer is based on the Charisma score (see page B7) of the player hiring him (or her). Retainers must check morale after each adventure; If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become 1 higher than the original morale score.
Morale
Any creature in battle may try to run away or surrender. Characters are never forced to do this; a character always reacts in the way the player wishes. NPCs and monsters, however, may decide to run away or surrender. To handle this situation, each monster is given a morale score. Good morale (a high morale score) indicates a willingness to fight on, regardless of the odds. Bad morale (a low morale score) means the monster will panic and desire to withdraw from combat.
MORALE SCORES. A monster's morale score is given in each monster description. This score is a number from 2-12. The higher the morale score, the better the morale. A score of 2 means that the monster will not fight. A score of 12 means that the monster will fight to the death without checking morale. Creatures with a morale score between 2 and 12 will need to “check morale” at some time during a battle, as explained below.
HOW TO CHECK MORALE. To check morale, roll 2d6. If the result is greater than the monsters’ morale score, the monsters will try to retreat or use a fighting withdrawal (see Defensive Movement, page X24). If the result is less than or equal to the morale score, the monsters will continue to fight.
WHEN TO CHECK MORALE. In general, morale is checked in critical combat situations. Two recommended times for morale checks are:
- After a side's first death in combat (either monsters or characters)
- When 1/2 the monsters have been incapacitated (killed, asleep due to magic, and so forth). Monsters that successfully check morale twice will fight to the death.
ADJUSTMENTS TO MORALE. Morale can be changed by situations (unless the morale score is 2 or 12). Adjustments to morale may be permanent or temporary. The exact adjustments are left to the DM. A maximum of + 2 or -2 is recommended.
RETAINER MORALE. The morale score of a retainer or mercenary is based on the Charisma score of the player hiring him (or her). Retainers must check morale after each adventure. If the morale check is failed, they will not adventure with their employer again. Retainers do not need to check morale in combat unless the danger is greater than might reasonably be expected. If a retainer is given a full share of treasure for several adventures, his or her morale score might permanently become 1 higher than the original morale score.
SURRENDER. A character or creature may offer to surrender at any time, however, the opponent need not accept the offer, nor even stop fighting long enough to listen! The DM will handle any talks about surrendering that occur between monsters and characters. Even non-intelligent creatures will usually act reasonably and try to run from hopeless battles. Surrender will usually occur when a morale check is failed, if the defender cannot safely escape.
Variable Weapon Damage
| Damage | Weapon Type |
|---|---|
| 1-4 (1d4) | Torch |
| 1-4 (1d4) | Dagger |
| 1-4 (1d4) | Sling stone |
| 1-4 (1d4) | Club |
| 1-4 (1d4) | Javelin (short throwing spear) |
| 1-4 (1d4) | Staff* |
| 1-6 (1d6) | Arrow |
| 1-6 (1d6) | Hand Axe |
| 1-6 (1d6) | Lance |
| 1-6 (1d6) | Mace |
| 1-6 (1d6) | Quarrel* (Crossbow Bolt) |
| 1-6 (1d6) | Short Sword |
| 1-6 (1d6) | Spear |
| 1-6 (1d6) | War Hammer |
| 1-8 (1d8) | Battle Axe* |
| 1-8 (1d8) | Sword |
| 1-10 (1d10) | Pole Arm* |
| 1-10 (1d10) | Two-handed Sword* |
| *Two-handed weapon |
Unarmed Combat
Characters who engage in combat without a weapon (for whatever reason) will do 1-2 points of damage plus any strength adjustments for a successful attack. All normal rules regarding combat apply to unarmed combat.
Other Attack Forms.
OIL. Oil (which is carried in small bottles called flasks) may be thrown as a missile weapon. It may also be spread on the floor of a dungeon and then lit. Burning oil will do 1-8 (1d8) points of damage to any creature in the flames (or who attempts to cross a pool of burning oil). Flaming oil will not harm a monster which normally uses a fire weapon (such as a red dragon). Fire will damage some undead monsters. These include mummies, skeletons, zombies, ghouls, and wights (though wights will only take ¥/2 damage).
A flask of oil contains enough oil to make a pool 3’ in diameter. A pool of burning oil will burn out in 1 turn. Oil which strikes a creature will drip off it, burning the creature for only 2 rounds. The oil must be set afire for it to cause any damage; otherwise, it will only be slippery. The chance of oil catching fire depends on the situation, and is left for the DM to figure out. Touching the oil with a flaming torch should almost certainly cause the oil to light. Other methods may have less chance of success.
Surprise. Certain flying creatures with surprise may make a “swoop” attack on a lower opponent. This attack, if successful, causes double damage.
Missile fire. Missiles fired by a character from an unstable support have a -4 penalty to hit. Missile fire is otherwise normal.
Bombing. Bombing (usually with rocks) must be done from an altitude of 300’ (100 yards) or less. The basic “to hit” number needed is 16 or better. The bomb size depends on the size of the creature. For example, a creature that can carry a man-sized creature may instead carry enough rocks to cause 2-12 (2d6) points of damage to all creatures that they strike in a 10’ x 10’ area.