Showing posts with label combat rules. Show all posts
Showing posts with label combat rules. Show all posts

27 August 2022

Exploding Natural 20s

What if instead of dealing double damage, maximum damage, or a random injury from a critical hits table, a natural 20 means the character gets an extra action (that may be used for an extra attack if so desired)? If that action results in a natural 20, another extra action is granted, and so on. In this case, each natural 20 offers a choice and the potential to make combat more interesting.

I think it's worth playtesting.

22 January 2022

Table: Variable Wound System

The premise: Each time a successful attack is made, roll on the table below to determine how damage is determined.

Variable Wound System

Roll 1d12

1. Roll damage and deduct from target's hit points, health, or the equivalent.
2. Roll on an appropriate critical hit table and apply the result.
3. Roll on a hit location table. That area is scratched.
4. Roll on a hit location table. That area is injured.
5. Roll on a hit location table. That area is destroyed or severed.
6. Reduce target's Constitution, Stamina, or the equivalent by 10-60% (1d6).
7. Reduce target's Dexterity, Agility, or the equivalent by 10-60% (1d6).
8. Target's movement rate is halved.
9. Target is tripped and/or disarmed.
10. Target is flung backwards and must roll to remain standing.
11. Target is stunned briefly.
12. Target is knocked unconscious.

N.B.: If you lack a hit location table, try Hit Location Tables for All Occasions or the Extendable Random Hit Location Generator.

30 November 2021

Table: Variable Initiative System

The premise: Each combat round, roll on the table below to determine the initiative system to be used for that round. Embrace the variability.

Variable Initiative System

Roll 1d10

1. Each side rolls 1d6. The side that rolls highest acts first.
2. Each player rolls 1d20. PCs act in order from highest to lowest.
3. PCs act according to Dexterity in order from highest to lowest.
4. Players draw cards and act in order from highest to lowest, but can pass their turn and act later.
5. Play proceeds clockwise around the table.
6. Play proceeds counterclockwise around the table.
7. Players put their PCs' names in a hat; the GM puts the NPCs' names in the same hat. PCs and NPCs act as their names are drawn. Those with multiple attacks get their names in the hat more than once.
8. PCs act according to the players' age: eldest to youngest.
9. PCs act according to the players' age: youngest to eldest.
10. Use a spinner to determine who acts first. The first player decides who acts second, the second player decides who acts third, and so on.

26 June 2021

Fly, You Fools!

The wisdom of knowing when to fight and when to flee in a role-playing game is of paramount importance in those games that eschew the concept of "balanced" encounters, and of this matter I am in complete agreement. It is an elementary aspect of strategy that is as true in a game as it is in fiction or life. Why, I must ask, do those very same games then punish player characters for availing themselves of this legitimate tactic? Let us examine their ways. First, the Advanced Dungeons & Dragons Dungeon Masters Guide (p. 70) has this to say:

At such time as any creature decides, it can break off the engagement and flee the mêlée. To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent. When this attack is completed, the retiring/fleeing party may move away at full movement rate, and unless the opponent pursues and is able to move at a higher rate of speed, the melee is ended and the situation becomes one of encounter avoidance.

From the 1980 Dungeons & Dragons Basic Set (p. B25), we are given this version:

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.)

From the 5th printing of the Dungeon Crawl Classics RPG (p. 95), we are given this version:

Once a character is engaged in mêlée, he cannot back away without opening himself to attack. If a character or monster withdraws from an active melee — whether to retreat, move to a new position, or attempt some action — his opponents immediately receive a single free attack.

Granted, there is a distinction to be made between retreating from combat versus choosing not to engage in it in the first place, but I would suggest that breaking off from a fight ought to have only two possible negative consequences: either the opponent will pursue or the opponent will attack with a ranged weapon (and the character in flight will have no ability to dodge, parry, or block such an attack). No special rules are needed. Combatant A chooses to retreat. Combatant B, when her turn comes up, may choose to give chase and make a mêlée attack if and when she is close enough, or make a ranged attack where she stands. It's a natural result that requires no intervention.

What is served by ignoring the rules above? Besides not having to commit them to memory, it preserves a viable tactic that one can see in fiction and reality. Sometimes combatants retreat. Not every fight is to the death. The rules as written would have you believe otherwise, however, as combatants are forced to consider opening themselves to attack in order to avoid attacks.

And how exactly does one achieve this seemingly magical "free attack" when an opponent is literally moving out of range of close combat? All it does is enforce static — and therefore unrealistic and boring — fights. And none of us wants that.

So, in summary, my house rule on free attacks against retreating combatants is that there are no free attacks against retreating combatants. Follow the normal flow of action.

08 June 2017

The Armor Class Equalizer

Sometimes the best weapons to use against armored opponents are not those that inflict the most damage, but those that deprive them of the advantage of wearing armor. Armor is best for deflecting or absorbing attacks, but it is the worst for avoiding attacks. The mounted knight or man-at-arms is particularly vulnerable to the hooked pole arms used by footmen and peasantry to pull them off their steeds.

This is a simple rule that can be added to any role-playing game that utilizes armor class in combat resolution.

Any attacker who uses an appropriate weapon with the intent of pulling, pushing, toppling, entangling, or unhorsing an opponent may consider that opponent to be unarmored in terms of armor class regardless of whatever armor that opponent may be wearing. If the opponent is aware of the attack and able to react, the opponent's armor class will be modified by his or her Dexterity bonus or penalty, if any. Appropriate weapons include whips, bolas, man-catchers, and most pole arms (namely those with hooks and/or tines). If the attack is successful, it causes no damage, but the victim is affected as follows:

  • whip: entangled (potentially tripped or disarmed)
  • bola: entangled (potentially tripped)
  • man-catcher: caught (potentially pushed or pulled)
  • pole arm: unhorsed or tripped

Effects may be adjudicated by GM fiat, GM-player negotiation, attribute checks, or any extant rules covered by the system being used.

11 January 2016

How to Knock Out a Foe in One Easy Rule

Knocking out — or being knocked out by — an opponent ought to be a viable tactic in an adventure game, but more often it is made too obscure or unwieldy in the rules of Dungeons & Dragons and its offspring. As an alternative (and as an encouragement in the use of this tactic), I offer the following house rule.

Any attack with a blunt instrument (either unarmed or with a weapon) can be made with the intent to knock out an opponent. The victim is entitled to a saving throw. If the saving throw succeeds, the victim takes no damage if a helmet is worn or half damage if the head is unprotected. If the saving throw fails, no damage is sustained, but the victim is knocked out and will remain unconscious for 1d6 turns or until revived. Opponents who are surprised suffer a -2 penalty to their saving throw; opponents who are attacked from behind suffer a -4 penalty.

Edged weapons with suitable non-edged surfaces (such as a sword's pommel or an axe's handle) may also be used as a blunt instrument for the purpose of this rule.

05 May 2014

Concise Shield Rules

These are my final rules on shields.* As usual, they are adapted from Shields Shall Be Splintered.


Normal Shields

All shields improve the wielder's armor class by 1 against attacks coming from an appropriate direction, i.e. the front or the shield flank.

Any shield may be used to absorb the damage from an attack after the damage has been rolled and announced, but the shield is thereby destroyed.

Large shields may be used to absorb the damage of spells, breath weapons, and the like in the same manner. Small shields may not.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.


Magic Shields

Magic shields usually improve the wielder's armor class by an additional +1, +2, or +3.

Any time a magic shield is used to absorb the damage from an attack, its bonus decreases by one. Once the bonus is reduced to 0, it loses one magical ability (if any) per attack absorbed. Once it has lost all magical properties, it functions as a normal shield.

Magic shields are effective against all weapons. If used to absorb the damage from a siege weapon (including artillery), the shield is destroyed regardless of its degree of enchantment and the defender is thrown clear.


N.B. "Small shields" refers to bucklers and other small handheld shields. "Large shields" refers to heaters, kites, tower shields, round shields, etc.


* Until such time as I grow weary of them.

27 April 2014

Use Your Shield

This is my third attempt to make sensible shield rules incorporating both Shield Saves and Shields Shall Be Splintered (and now my own Use Your Helmet rules).

All shields improve armor class by 1 vs. mêlée and missile attacks if they are carried only (not wielded), i.e. if they cannot be actively used to block an attack, but the attack is coming from an appropriate direction. For example, if the shield is being worn on the back, it would improve the defender's armor class against attacks from the rear; or if the shield is being carried normally and the defender is surprised, the defender could benefit from the shield's armor class improvement, but would be unable to actively block any attacks.

If wielded, there is no improvement to armor class, but the wielder may use the shield to attempt to block blows by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.

The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.

The number of missiles that can be blocked also depends on the size of the shield. Small shields can block one missile per round; large shields can block any number of missiles per round (but only one saving throw is necessary). Missile attacks can only be defended against from one direction at a time.

The defender may opt to sacrifice the shield. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.

Magic shields are effective against all weapons. When carried, they generally improve armor class by +1, +2, or +3 beyond the normal improvement afforded by shields. When used to block, the magical bonus is transferred to the wielder's saving throw. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon including cannon. (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield itself.

[Edit: See Concise Shield Rules for my current perspective.]

26 April 2014

Use Your Helmet

What is a suit of armor without a helmet? Answer: less effective. What is a helmet without a suit of armor? Answer: better than nothing. The same can be said of a shield and it improves one's armor class with or without armor, yet the helmet is nothing without a corresponding suit of armor and its absence results in a penalty. The inconsistencies of Dungeons & Dragons do not surprise me, but that doesn't mean they are not worth addressing.

If any historical argument needs to be made for assigning protective value to the helmet alone, one need only look to history. On the battlefields of ancient Greece, often the only protection a soldier had was a helmet, a shield, and possibly greaves. On the battlefields of the two World Wars (and many other wars of the modern era), a soldier had no protection but a helmet. If the helmet is insignificant alone, why is it the one piece of protection that is considered indispensable in warfare from the distant past to the present?

The 1st edition AD&D Dungeon Masters Guide provides no guidelines for use of a helmet without a corresponding suit of armor, but it does state that the lack of a helmet will attract more attacks to the head, which will have an armor class of 10. It's odd that no other missing piece of armor should likewise incur an armor class penalty. Basic/Expert D&D does not address the subject of helmets at all (as far as I can tell).

I propose that helmets should be treated as shields in that each should improve one's armor class by 1. The armor class rating for suits of armor should apply to the suits themselves. Armor class represents the character's protection in general. The exception to this is if hit location rules are in effect, in which case each hit location will have a separate armor class based on its protection.

Helmets, of course, restrict one's senses depending on the style of helmet, and they may have to be removed or tilted back or require the visor to be lifted to facilitate certain activities.

24 April 2014

Magic Shield Benefits

[This article is an expansion of Shield Defense.]

Magic shields have benefits beyond the increased improvement to armor class. Although "shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms," magic shields are. Against all weapons, magic shields confer their armor class bonus. All missiles except cannonballs can be blocked by magic shields (if the saving throw is successful). Magic shields can be sacrificed to defend against any damage-dealing area effect attack or weapon (including cannon). (In the case of cannon, the shield is destroyed and the defender is thrown clear.)

Optionally, a magic shield may be sacrificed twice. The first sacrifice nullifies its enchantment. The second sacrifice destroys the shield.

23 April 2014

Shield Defense

This is a variation of the rules presented in Your Shield Is Your Friend, which in turn incorporates rules found in articles by other writers (Shield Saves and Shields Shall Be Splintered):

All shields improve armor class by 1 vs. mêlée and missile attacks.

All shields enable the wielder to attempt to block successful attacks by making a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. A successful save blocks the attack and deflects the damage. Blocking can only be attempted if the wielder is both aware of the attack and in a position to defend against it.

The number of mêlée attacks that can be blocked depends on the size of the shield. Small shields can block one attack per round; medium shields can block two attacks per round; large shields can block three attacks per round. A saving throw must be made for each blocking attempt.

The number of missiles that can be blocked also depends on the size of the shield. Each successful save blocks all of the missiles that would otherwise strike the wielder in a single round. A failed save blocks none. The size of the shield determines the penalty to the saving throw. Small shields can block missiles at a -2 penalty per missile; medium shields can block missiles at a -1 penalty per missile; large shields can block any number of missiles without penalty.

The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may also be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

Shields of normal construction are no defense whatsoever against ballistae, catapults, trebuchets, cannon, or firearms.

[Edit: See Concise Shield Rules for my current perspective.]

18 April 2014

Your Shield Is Your Friend

Shields are tragically undervalued in Dungeons & Dragons and its offspring, so it is my duty to correct this oversight by borrowing the wisdom of OSR brethren and tinkering further with it. The wisdom I am borrowing is from Shield Saves and Shields Shall Be Splintered. Without further ado:

All shields improve armor class by 1 vs. mêlée attacks.

All shields improve armor class by 1, 2, or 4 vs. missile attacks. (Small shields improve by 1, medium shields improve by 2, and large shields improve by 4.)

All shields enable the wielder to attempt to block successful attacks after damage has been rolled. The wielder chooses which successful attack to block and makes a saving throw. Fighters roll their most favorable save; non-fighters roll their least favorable save. If the saving throw is successful, the blow was blocked and the damage is deflected. Otherwise, the damage is sustained.

All shields allow the wielder to attempt to block one successful mêlée attack per round. In addition, the wielder may attempt to block missile attacks as follows: small shields may block one missile per round, medium shields may block two missiles per round, and large shields may block four missiles per round.

The defender may opt to sacrifice the shield instead of rolling. The defender suffers no damage, but the shield is destroyed by the attack. This tactic may be used against area effect attacks such as dragon breath, fireballs, lightning bolts, etc.

[Edit: See Concise Shield Rules for my current perspective.]

07 April 2013

Combat Sequence Revised

For my own Basic/Expert D&D, Labyrinth Lord, and Swords & Wizardry games, I've decided to use a combat sequence that borrows elements from Holmes Basic. I shall retain the standard rule of each side rolling 1d6 for initiative each round, with the winning side performing each part of the sequence in order followed by the losing side doing the same, but the sequence itself will resemble that found in Holmes Basic. It makes more sense to me and seems more exciting.

Combat Sequence

Pre-A. Any spellcaster intending to use magic must inform the referee before initiative is rolled.

A. Each side rolls 1d6 for initiative.

B. The side that wins initiative acts first. Sides that tie act simultaneously.

  1. Morale check if necessary.
  2. Magic spells (victims make saving throws as required).
  3. Missile fire:
    1. select targets
    2. roll "to hit"
    3. roll damage
  4. Mêlée combat
    1. select opponents
    2. roll "to hit"
    3. roll damage
  5. Movement (combatants in mêlée may only move defensively; spellcasters may not move and cast spells in the same round).

C. The side with the next highest initiative acts in the same order as above, and so on until all sides have acted.

D. The referee handles any surrenders, retreats, etc. as they occur.

(Basic/Expert D&D specifies "DM rolls damage," but I have always allowed and preferred players to roll any damage their characters cause.)

25 February 2013

The Swashbuckling Advantage

Via a circuitous route (looking up the Yaquinto war game Swashbuckler on boardgamegeek.com, seeing a photograph of a diorama inspired by the game, visiting the Web site of the diorama builder, and being referred to the Web site of Eureka Miniatures), I discovered a remarkable miniature war game called ...And One for All by Greg Hallam (available here as a free download and with illustrated examples of play). Its focus is the combat of swashbuckling movies both in style and substance. By "substance" I mean the gameplay itself is as freewheeling as the swashbuckling antics the game simulates. Anything you can think of doing in terms of interacting with your environment is permissible and actually improves your odds in combat. Neither time nor movement rates are measured in this game. The more actions you take, the better you fare, but the sooner you risk losing the initiative and relinquishing your turn. It might be the best interpretation of the genre ever designed.

I can't wait to try playing the game in the way it was intended, but I would naturally like to use it for other situations: Wild West brawls, for instance. In fact, this would work well with brawls in Boot Hill, spy action in Top Secret, martial arts in your favorite martial arts game, duels on Tékumel (Empire of the Petal Throne et al), or even the rough and bloody informal conflict in Dungeons & Dragons. In fact, I'd say it's especially appropriate for D&D, where combat is far more regimented and low level player characters are scarcely able to hit anything. Even if it isn't optimal where spellcasting and ranged weapons are present, it would be a great boon for resolving mêlée combat more quickly and with more interesting results. It also emphasizes player skill, which is generally considered a desirable quality for a game to have as far as the Old School Renaissance is concerned.

One minor modification would need to be made if it were to be used in conjunction with D&D. Each character would need to be assigned a Rating from one to four. I would suggest the following change to rule 3B:

4       High level characters; high HD monsters
3       Medium level characters; medium HD monsters
2       Low level characters; low HD monsters
1       0 level characters; less than 1 HD monsters

Whether I adapt ...And One for All for use in my role-playing games or not, I intend to play it as a traditional miniature war game, too. I might also play it with LEGO Minifigures and a LEGO diorama. (Why not?)

09 January 2013

Random Hit Location Generator: d6 Version

Sometimes it's useful — even in an old school role-playing game with abstract combat rules — to know exactly where a blow has fallen. Whether one needs this information for every attack (to determine armor coverage or just to know where one's battle scars are) or only for critical hits (to determine what part of the body is to be maimed, mangled, or severed), a random hit location generator is the answer. The one that follows was first posted in Fudgery.net and resides in its original form here.

14 April 2012

Combat House Rules

I prefer to run combat situations quickly, cleanly, and creatively. My players are not burdened with overcomplicated tactical rules and options; neither are they prevented from attempting crazy stunts if they so desire. It does help, however, to have a few more standard combat rules than are found in the rulebooks of Basic/Expert D&D and Labyrinth Lord. Here are some of my weapon-related house rules:

Just as a mounted attacker charging with a lance causes double the normal damage to an opponent, a defender armed with a spear or pike set to receive a charge causes double the normal damage to a charging opponent.

In any clash in which a mounted attacker is charging with a lance against a defender armed with a spear or pike set to receive that charge, both attacks are handled simultaneously and any resulting damage is dealt simultaneously.

Up to two ranks of spearmen or three ranks of pikemen in a single file may attack a single foe. If there is room for multiple files and the foe is large enough (such as a large monster), additional files may also attack the same foe.

Shields are useless against flails. A shield confers no armor class bonus when its bearer is attacked with a flail.

An attacker armed with a pole arm may opt to strike with the intent of dismounting a rider rather than causing damage. A successful hit indicates that the pole arm has hooked part of the rider's armor.

And, as I mentioned previously, wielders of two-handed weapons may not use shields, but are not otherwise penalized.