|Ch 9: Combat|
|Creating Vivid Combat Scenes|
|More Than Just Hack-and-Slash|
|The Attack Roll|
Figuring the To-Hit Number
Modifiers to the Attack Roll
Weapon Type vs. Armor Modifiers
Impossible To-Hit Numbers
|Combat and Encounters|
|The Combat Round|
|What You Can Do in One Round|
|The Combat Sequence|
Standard Initiative Procedure
Group Initiative · Individual Initiative
Multiple Attacks and Initiative
Spellcasting and Initiative
Weapon Speed and Initiative
Magical Weapon Speeds
Number of Attackers · Facing
Position of Attackers and Attack Rolls
Pole Arms and Weapon Frontage
Shields and Weapon Frontage
|Hitting a Specific Target|
|Movement in Combat|
Movement in Melee
Movement and Missile Combat
Charging an Opponent · Retreat
|Attacking Without Killing|
|Punching and Wrestling · Overbearing · Weapons in Non-Lethal Combat · Non-Lethal Combat and Creatures|
|Touch Spells and Combat|
|Critical Hits (Optional Rule)|
|Parrying (Optional Rule)|
|Missile Weapons in Combat|
|Range · Rate of Fire · Ability Modifiers in Missile Combat · Firing Into a Melee · Taking Cover Against Missile Fire · Grenade-Like Missiles · Boulders as Missile Weapons|
|Attacking with Charmed Creatures · Gaze Attacks · Innate Abilities · Breath Weapons|
|The Saving Throw|
|Rolling Saving Throws · Saving Throw Priority · Voluntarily Failing Saving Throws · Ability Checks as Saving Throws · Modifying Saving Throws|
|Effects of Magic Resistance · When Magic Resistance Applies · Successful Magic Resistance Rolls|
|Evil Priests and Undead|
|Immunity to Weapons|
|Effect of Weapon Hits · Silver Weapons · Creature vs. Creature · Using Immune Monsters in a Campaign|
|The Role-Playing Solution · Dicing for Morale · How to Make a Morale Check · Failing a Morale Check|
|Injury and Death|
|Falling · Paralysis · Energy Drain · Poison|
|Specific Injuries (Optional Rule)|
|Is This Injury Necessary?|
|Natural Healing · Magical Healing · Herbalism and Healing Proficiencies|
|Death from Poison · Death from Massive Damage · Inescapable Death · Raising the Dead · Hovering on Death’s Door (Optional Rule)|
|Unusual Combat Situations|
|Unusual Combat Situations · Siege Damage · Mounted Combat · Aerial Combat (Tournament) · Aerial Combat (Optional Rules) · Underwater Combat|
The AD&D game is an adventure game designed to give players a feeling of excitement and danger. Characters brave the unknown perils of moldering dungeons and thorn-covered wilderness, facing hideous monsters and evil villains. Thus, it is important for all players to know the basic rules for handling combat.
To create the proper sense of danger and excitement, the rules for combat must be thorough, but they also must be playable and exciting enough to create a vivid picture in the minds of the players. Combat in the AD&D game has to allow many different actions and outcomes—as many as the imagination can produce. Knowing that anything could happen next, because the rules allow it, creates excitement for everyone.
Creating Vivid Combat Scenes
Since this isn't a combat game, the rules are not ultra-detailed, defining the exact effect of every blow, the subtle differences between obscure weapons, the location of every piece of armor on the body, or the horrifying results of an actual sword fight. Too many rules slow down play (taking away from the real adventure) and restrict imagination. How much fun is it when a character, ready to try an amazing and heroic deed, is told, "You can't do that because it's against the rules."
Players should be allowed to try whatever they want—especially if what they want will add to the spirit of adventure and excitement. Just remember that there is a difference between trying and succeeding.
To have the most fun playing the AD&D game, don't rely only on the rules. Like so much in a good role-playing adventure, combat is a drama, a staged play. The DM is both the playwright and the director, creating a theatrical combat. If a character wants to try wrestling a storm giant to the ground, let him. And a character who tries leaping from a second floor window onto the back of a passing orc is adding to everyone's fun.
The trick to making combat vivid is to be less concerned with the rules than with what is happening at each instant of play. If combat is only "I hit. I miss. I hit again," then something is missing. Combats should be more like, "One orc ducks under the table jabbing at your legs with his sword. The other tries to make a flying tackle, but misses and sprawls to the floor in the middle of the party!" This takes description, timing, strategy, humor, and—perhaps most important of all—knowing when to use the rules and when to bend them.
More Than Just Hack-and-Slash
As important as fighting is to the AD&D game, it isn't the be-all and end-all of play. It's just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring. Every encounter would be the same. Because there is more to the game than fighting, we'll cover much more than simple hack-and-slash combat in this chapter.
In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, rules about poison, advice for handling heroic feats, and more.