Analysis Combat
adnd1 ph 104
- 1 minute rounds, so dex is not a factor
- haste/slow means you don't need a roll
- roll off using d6
adnd2 standard rules
A round is 1 minute.
init
ph 124
- each faction rolls 1d10. low goes first.
- -2 hastes
- +2 slowed
- -1 higher ground
- -2 set to receive a charge
- +1 waiting (chapter 11?)
- +2 wading or slippery footing
- +3 hindered (tangled, climbing, held)
- +4 wading in deep water
- +6 foreign envionment (a human swimming)
- +spell cast time if unitless.
multi attacks
ph 126+7
- attack routines and separate weapons all go off on the same tick.
- note that the -2/-4 attack penalty is then modified by dex's reaction mod, which can't make the penalty go positive. Also being a ranger negates these penalties.
- one weapon must be smaller than the other.
- fighter multi-attacks: everyone's normal action goes off, then a bonus round to handle all 2nd attacks, etc.
to hit
- ranged:
- -2 for medium, -5 for long.
- cover: from -1 to -10 depending on coverage and solidity.
- melee:
- optional rule: parry mode (no move or actions) grants level/2 in AC bonus. +1 more for fighters. (parry does not apply to rear or missile attacks.)
- spell:
- RAW, touch spells are against normal AC. I'll think about it after reading the spell desc.
Damage
- 50+ damage? save vs death
move
- speed 9 means combat-move 90 feet in a minute, or half that and make a melee attack or use missiles at half the stationary fire rate.
- withdrawing without giving the opponent a free combat routine: 1/3 movement.
- at either speed, an opponent can choose to stay engaged unless a friend can block.
optionals not in play
- individual init (ph126)
- weapon speed (ph127)
- other mods on table 56 (ph125)
unexpected rules
- wizard touch spells are against the normal AC, there is no ignore-armor clause on ph131.
- if touching a friendly who's too busy to stand still, wizard must hit AC10.
- firing into melee: roll on the "everyone in that melee" list before comparing attack to AC. ph132
hack
A round is 6 seconds, a segment is .6 -- a turn is 1 minute.
init
ph 133 gm90
- readied missiles go on segment 1. spells on zero. (+1d4 if you need to rummage for components. If you finish casting before 5, you can start prepping components for next turn.) otherwise:
- each participant rolls 1d10 - dex plus table12C:
- -10 haste
- +10 slowed
- -1 high ground
- -3 set to receive a charge
- +3 wading or slippery footing
- +6 wading in deep water
- +8 foreign env
- +5 hindered (tangled, climbing, held)
- +1 waiting (chapter 14?)
- + weapon speed
- +5 to also draw a weapon
- -2 is the speed of natural weaponry (inc. fists)
- -1 breath weapon
- + spell casting time for spells, innates, or magic items
- +d4 to search for item, including pulling out spell components
- +1 per tenth of movement rate travelled
- readying a magic device to fire is +4 (gm91)
- readying a missile with ROF < 1 takes a round. a ROF of >= 1 can be readied in (6-ROF) segments.
A high ROF readied missile weapon goes on fixed initiatives:
ROF | Segments |
---|---|
<2 | 1 |
2 | 1,6 |
3 | 1,5,9 |
4 | 1,4,7,10 |
5 | 1,3,5,7,9 |
multiattack
- fighters with multiple attacks roll init for each separately and reroll one die at a time to fix any ties.
- note that while attack routines go off on different segments, the attack of opportunity on a fleeing target is a free instant attack routine.
Attack mods
- flanking: negates shields
- rear flank: negate dex bonus
- rear: +2 to hit
- +2 to hit for encumbered, off balance, or one leg pinned
- +4 for all legs pinned. slowed, partially bound
- stunned, motionless, prone: +4 and no dex/shield.
- asleep or immobilized: melee=auto. missle: +4. damage dice are max. (but roll anyway for pen.) attacker free of interference: coup de grace.
- invisible target: -4 and can't use rear/flanking modifiers.
called shots
gm100
- 20's are no longer auto hit, but a success on a 19 or 20 is a crit.
- I see no rule about this cancelling "shooting into melee" risks. |Loc|-atk |-|- |arm|-3 |eye, internal organ|-10 |groin|-4 |hand, head, neck|-6 |leg|-2 |tendon|-8 |torso|-2
Damage
- 0 to -3 hp: fallen, bleeding (-1 at the beginning of each round), and must make a half-con check (per round) to remain conscious.
- at -6, permanent scarring. at -10, dead.
- any magic healing, use of skill, or rolling a half-wis check stops the bleed out.
- a hit that puts you at -4 has already killed you.
I don't see a "declare follow-through" timing rule on ph138.