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Rules Clarifications.

Posted by HeathFor group 0
Heath
GM, 695 posts
Thu 23 Oct 2008
at 20:42
  • msg #7

Re: Rules Clarifications

Trying to be historically accurate here:

quote:
Distances a horse can travel vary depending on the size of the party, mounts, weather, terrain, and condition of the roads. Medieval people traveled with everything they needed following in carts behind them. A train of this sort wouldn't move fast. Mounted knights-- all on well-conditioned destriers or palfreys -- would move fairly fast and cover upwards of 50 or 60 miles per day. However, traveling 20 to 30 miles a day would be considered a good day's journey.

Heath
GM, 946 posts
Tue 15 Sep 2009
at 23:12
  • msg #8

Re: Rules Clarifications

The issue of careful aim for a bonus has come up.  This is a good item to put in general rules for all to know.  There are really two issues here:

1) Called Shot (where you aim at a particular body part), which is generally a -4 to hit.

2) Taking extra rounds to carefully aim, where you receive +2 to hit for each round you aim, up to a maximum of +4.

Other battle tactics may include:

BLOCK
DISARM
GRAB
OVERBEAR
PULL/TRIP
SHIELD PUNCH
SHIELD RUSH
SPECIAL WEAPON MANEUVER
TRAP (with weapon)
TRAP AND BREAK
UNARMED ATTACK
UNHORSE
ONE HANDED OR TWO HANDED/WEAPON FIGHTING STYLE

DETAILS:

CALLED SHOTS

A called shot is an attack at a specific location on the target. For example, a called shot can be used to attack the head of an enemy who isn't wearing a helm, the unarmored legs of a character wearing only a breastplate, or the special weakness of a monster with an Achilles' heel.

Called shots have to be announced before the attack roll is made. When the called shot is announced, the character's action phase is delayed by one category; a bowshot that would normally be in the average phase becomes a slow action if the archer decides to make a called shot. If you're not playing with the initiative system described in Chapter One, assume called shots receive a +1 initiative penalty.

Called shots normally present the attacker with a –4 penalty on his attack roll, but the DM can modify this for the circumstances. If the target is surprised or not expecting the attack, the called shot modifier may not apply at all. On the other hand, a particularly difficult called shot (stabbing an enemy through the eyeslit of his visor, for example) may inflict a –6 or even a –8 penalty to the attack roll. Called shots are disrupted if the character attempting it suffers a knockdown.

Although called shots are normally most useful for special combat effects, like breaking a beaker of acid in an evil wizard's hand, they can also be useful against partially unarmored opponents. An enemy in full plate mail with no helmet has an AC 10 head; it's easier to make the called shot with a –4 penalty against that AC 10 than to swing at the enemy's normal AC of 1. If a called shot is used to strike a specific body area and results in a critical hit, ignore the location die of the critical hit roll and just roll the effect for the area struck. (See Chapter Six for more information on critical hits.)

Called shots can also be used to fire missile weapons into a melee without nearly as much risk of hitting an ally. If the called shot misses, no one else is in danger of being hit by the missile, as follows:

if the shot would otherwise have hit your companion, first, check the distance between you and the companion hit.  For every foot you are away from your companion, you have that percentage of hitting the companion.

For example, A shoots at Monster but through a critical would have hit companion B.  Companion B is 20 feet away.  A rolls 15% on percentile and hits B.  If A had rolled 21% or higher, A would have missed B despite the critical hit.


As an optional rule, the DM may allow called shots to be used to force an automatic retreat or knockdown effect, rather than inflict damage.

CAREFUL AIM
PLEASE NOTE RULE CHANGE AS OF 7/7/10
OOC: I am not aware of any particular rule regarding this, so I adapted this rule from the GURPS rules.

Part of the change in this rule comes from my reading the combat and tactics book, which provides further information on called shots as resulting in initiative delays, which should also apply to careful aim, which is very similar to a called shot in form and substance.

A character may take time to take "careful aim" with a projectile or thrown weapon.  The character may take up to two rounds of careful aim.  For each round aiming, the character receives +2 to hit.  A character gains a +1 bonus for each shot forfeited, up to a total of 2 rounds or +4 to hit, whichever comes first.  However, the character loses all benefits of careful aim if he is hit or distracted during the careful aim, but can fire as normal.

If the weapon or individual has multiple attacks, this bonus applies to half the number of attacks.

<i>For example, Grog the Barbarian attacks twice per round.  He may forfeit one of those and only attack once per round for a +2 bonus +1 bonus to throw his dagger.  Merlin has only one attack per round.  He must skip the entire round and attack with normal initiative next round or with the initiative modifier from a called shot (+1) to get careful aim to throw his dagger. 


With this rule, initiative becomes more important than normal because you can aim for an entire round and still lose out on the benefit if you lose initiative and are hit first on the next round.

RULES LIST OF COMBAT MODIFIERS:
Combat Modifiers
Situation Modifier            Attack Roll
Attacker on higher ground	   +1
Defender invisible	           -4
Defender off-balance	           +2
Defender sleeping or held	Automatic*
Defender stunned or prone	   +4
Defender surprised	           +1
Missile fire, long range	   -5
Missile fire, medium range	   -2
Rear attack	                   +2
*If the defender is attacked during the course of a normal melee, the
attack automatically hits and causes normal damage. If no other fighting is
going on (i.e., all others have been slain or driven off), the defender can be slain automatically.
This message was last edited by the GM at 22:20, Thu 23 Dec 2010.
Heath
GM, 998 posts
Tue 10 Nov 2009
at 17:04
  • msg #9

Re: Rules Clarifications

Scrolls:

When a mage has a scroll with spells, he can do two things:

1) He can scribe the spell into his spellbook for regular memorization.

2) He can intone the spell directly from the scroll.

Therefore, a scroll allows you to both add a spell to your repertoire of spells permanently, plus one "freebie" use of the spell.  Once the spell is intoned directly from the scroll, it fades and cannot be used (from the scroll) again.

This is good to keep scrolls in case of emergencies because you can pull out the scroll and use the spell even if you don't have it memorized.

Material Components:

Material components are not necessary.  However, there is a 5% possibility of spell failure, plus 1% per spell level, if components are not used.  If a player uses components, the possibility of failure goes away, except to any special rules as to the spell.
Heath
GM, 1073 posts
Mon 11 Jan 2010
at 18:38
  • msg #10

Re: Rules Clarifications

20 arrows is the traditional limit for normal quivers in the rules.  (That's also how many boxes under ammo are listed in the preprepared character sheets.)

You can carry one quiver, two quivers if you have proficiency, three if you are a specialist, but this may be fewer if you are overburdened.  (When I say "carry," I mean accessible in a manner that doesn't cause you the extra turn lost to "changing weapons."  You can carry extra ones in a backpack or wherever; you just can't access them without delays, which you might not want in the heat of battle.
Heath
GM, 1240 posts
Fri 12 Mar 2010
at 00:32
  • msg #11

Re: Rules Clarifications

GRAPPLING:

1) Both your hands must be free. You must drop anything other than the grappling tool

2) You roll a NORMAL attack roll for a melee attack.

YOUR roll suffers if you are wearing armor, as follows:
Armor	                      Modifier
Studded leather	                   -1
Chain, ring, and scale mail	   -2
Banded, splint, and plate mail	   -5
Field plate armor	           -8
Full plate armor	           -10

You also suffer a modifier (or gain one) based on the size differential between yourself and the target.

Using a weapon or object as part of the grapple results in a -4 penalty, the same as a nonleathal weapon attack.

3) The normal AC of the target is still used.

4) You will receive bonuses if you have proficiencies/specializations in martial arts or wrestling.

5) Once grappled, your target may choose from the following options:

a- Respond with unarmed combat.
b- Attack the grappling creature with a size S weapon.
c- Attempt to escape. Each grappling method defines a means of escape.


OTHER ISSUES WITH GRAPPLING:
An armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll.

Since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.
Heath
GM, 1313 posts
Mon 5 Apr 2010
at 20:24
  • msg #12

Re: Rules Clarifications

For those who need quick access, here is the PLayer's Handbook online:

https://blue-labs.org/~david/phb.php
Heath
GM, 1408 posts
Tue 27 Apr 2010
at 00:03
  • msg #13

Re: Rules Clarifications

These come directly from the rulebooks and may or may not apply here:

Fighting Underwater Monsters From the Surface
It's always great fun when a wading character gets attacked by some aquatic horror. When a character fights against something that uses water for cover, slashing and bludgeoning weapons are useless. Only type P weapons can be used to attack underwater creatures, and there is a –2 penalty to hit. The wading character also loses any Dexterity adjustment to AC when attacked from beneath the surface.

Taking Cover Against Missile Fire
One of the best ways to avoid being hit and injured is to hide behind something--a wall, a tree, a building corner, a heap of boulders, or whatever happens to be available. Professional adventurers, wishing to make this sound heroic, call this taking cover.
Taking cover doesn't work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective tactic against missile fire.
There are two types of protection a character can have. The first is concealment, also called soft cover. A character hiding behind a clump of bushes is concealed. He can be seen, but only with difficulty, and it's no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, and brambles.
The other type of protection is cover, sometimes called, more precisely, hard cover. It is, as its name implies, something a character can hide behind that will block a missile. Hard cover includes stone walls, the corner of a building, tables, doors, earth embankments, tree trunks, and magical walls of force.
Cover helps a potential target by giving the attacker a negative modifier to his attack roll. The exact modifier for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. Table 59 lists the different modifiers for varying degrees of cover and concealment.

Cover and Concealment Modifiers
Target is:	Cover	Concealment
25% hidden	  -2	-1
50% hidden	  -4	-2
75% hidden	  -7	-3
90% hidden	-10	-4

Cover also has an affect on saving throws, granting the character the modifier listed on Table 59 as a bonus to his saving throws against spells that cause physical damage (for example, fireball, lightning bolt, etc.)

Furthermore, a character who has 90% cover (or more) suffers one-half normal damage on a failed save and no damage at all if a saving throw is successful. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover--a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall.
Heath
GM, 1415 posts
Tue 27 Apr 2010
at 19:14
  • msg #14

Magic on the Battlefield

The Combat and Options Guide has rules to assist magic users in using spells on the battlefield.  Here are the spells and descriptions listed.  If it's not here, we'll have to see what we can find.

(This is not necessarily for water, just battles in general.)

The Effects of Magic on the Battlefield  Needless to say, the one thing that breaks all the rules on a battlefield is magic. Spells and magical items can create almost any condition imaginable, ranging from the merely annoying to the truly catastrophic. We could spend most of this book describing the exact effect of each and every spell and magical item in the game system, but this wouldn't be very practical. Instead, we'll discuss the most common effects that may give DMs trouble.

Wizard Spells
The most powerful and effective spells in the AD&D game are found in the hands of wizards. In fantasy role-playing, wizards often dominate battlefields like heavy artillery or airstrikes in modern warfare. Entire battles often hinge on one character's choice of spells and the enemy's attempts to down the wizard before he wreaks havoc on them.

Blink
The spell blink works slightly differently in the Player's Option combat system. Roll 1d6; on a 1, the wizard blinks in the very fast phase, on a 2, fast, on a 3 or 4, average, on a 5, slow, and on a 6, very slow. The wizard's blink always occurs first in the phase, before any other actions are resolved.

Darkness, 15' Radius
Creatures outside the area of darkness cannot trace a line of fire through the darkness to a target on the other side. Creatures moving in total darkness are reduced to 1/3 their normal move unless they wish to risk stumbling

Enlarge
A character who grows to eight feet in height becomes size Large; a character who grows to 12 feet in height becomes size Huge. This affects reach, threatening, and moving through smaller figures; see Chapter One. Very large monsters can be made smaller by applying the reverse of this spell.

Fog Cloud
As with darkness, magical fog blocks any lines of fire. Creatures blundering through the fog can easily be ambushed by enemies waiting for them to come into the open; the DM can insist on surprise checks if he deems it appropriate.

Hallucinatory Terrain
This spell is very dangerous when used to conceal hazardous areas. If the victims do not perceive the illusion, they fall prey to whatever hazards the terrain holds. For example, creatures who run down a hillside believing it to be level ground receive no Dexterity check or saving throw to keep their balance; they automatically fall and roll or slide to the bottom of the hill.

Haste
Creatures under the influence of a haste spell increase their base initiative and weapon speeds by two phases and always win initiative. Their movement rates are doubled, and they gain a second set of attacks in the very slow phase.

Invisibility
The best thing to do with an invisble character or monster in a fight is to secretly note its location each round and physically remove the figure from the board. Do yourself a favor and don't run combats with invisble figures on both sides.

Jump
The creature empowered by this spell can actually leap over Man-sized targets without provoking an attack of opportunity. In addition, if the jumper wins initiative, he can make a half-move action to leap away after he attacks an adjacent figure, whether or not he is threatened by his enemy.

Pyrotechnics
The smoke effect of this spell blocks lines of sight and hinders missile fire just like magical mists or fogs.

Shocking Grasp
At the DM's option, creatures in metal armor may be considered AC 10 versus the wizard's touch. Only Dexterity and magical adjustments apply.

Slow
Creatures affected by a slow spell automatically lose initiative and reduce their base initiative and weapon speeds by two phases. As noted in the spell description, their movement rates and attack rates are halved.

Priest Spells
Few priest spells in the Player's Handbook that do not duplicate wizard's spells actually affect the battlefield to any significant degree. However, the Tome of Magic includes a number of priest spells in the sphere of war designed for the battlefield.

Air Walk
Creatures affected by an air walk spell move and fight as if they were on solid ground as opposed to engaging in true aerial combat. They threaten squares in front of them and can guard against the attacks of other flying creatures, gaining the advantages of that combat action.

Obscurement
Like magical fog, obscurement blocks lines of sight through the affected area, screening creatures in or behind the mists from most missile attacks.
Heath
GM, 1429 posts
Thu 29 Apr 2010
at 19:25
  • msg #15

Re: Magic on the Battlefield

This issue has arisen, so here is the rule from the combat and tactics guide:

quote:
Weapons and Ability Bonuses
Generally, a character may apply his Strength bonuses to any weapon powered by his own muscle. Any hand-held weapon used to slash, bludgeon, or thrust at an enemy certainly counts, but weapons that don't inflict damage or don't have a type don't allow a character to use his attack bonuses. For example, a character's Strength has no effect on the use of a lasso or net.
Characters may use their reaction adjustment for high Dexterity when throwing or firing any kind of missile weapon. However, they do not use their Strength bonuses unless the weapon is thrown and complies with the conditions above. Firearms, bows, slings, and crossbows are not normally affected by a character's Strength.
Bows can be made to take advantage of a character's Strength bonuses, but must be custom-made. Refer to Chapter 6: Money and Equipment in the Player's Handbook.
The 16th-level Dart Specialist: It's ludicrous to allow a high-Strength character the full benefit of his muscular power if he insists on using tiny little weapons such as darts. A good way to address this kind of min-maxing is to limit the damage bonus granted by high Strength to the maximum roll of the weapon's base damage. A dart normally causes 1d3 points of damage against size M targets, so a character with exceptional Strength could gain a total of +3 to his dart's damage—but no more, even if he is normally entitled to a damage bonus of +4 or more.

Heath
GM, 1496 posts
Mon 10 May 2010
at 22:41
  • msg #16

Re: Magic on the Battlefield

FYI, this is the initiative rule I use:

Group Initiative (Optional Rule)
Some people believe that using a single initiative roll for everyone on the same side is too unrealistic. It is, admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative.
Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56.
Some of the modifiers depend on ability, spell, and weapon. Characters casting spells (but not monsters using innate abilities) must add the spellcasting time to the die roll. Characters attacking with weapons add the weapons' speed factors to the die roll (see the equipment lists in Chapter 6: Money and Equipment). All other modifiers are applied according to each individual's situation.

In the second round of the combat, the DM decides to use the modified group initiative. Rath is surrounded by trolls and not in the best of health. The rest of the party has yet to close with the monsters.
The DM decides that one troll will continue attacking Rath, with the help of the orcs, while the other trolls move to block reinforcements. In particular, the troll burned by the acid arrow is looking for revenge. The DM then turns to the players for their actions.

Players (all at once): "I'm going to . . ." "Is he going? . . ." "I'm casting a . . ."
DM (shouting): "One at a time! Rath?"
Harry: "I'll blow my horn of blasting."
DM: "It'll take time to dig it out."
Harry: "I don't care, I'm doing it."
Jon: "Draw my sword and attack one of the trolls!"
DM: "Anne?"
Anne (not paying attention to the other two): "Cast a fireball."
Harry and Jon: "NO! DON'T!"
DM: "Well, is that what you're doing? Quickly!"
Anne: "No. I'll cast a haste spell! Centered on me, so Rupert and Rath are just at the edge."
DM: "Okay. Harry, roll initiative and everyone modify for your actions."


Harry rolls 1d10 and gets a 6. The DM rolls for the monsters and gets a 5. Each person's initiative is modified as follows:
Rath is using a miscellaneous magical item (modifier +3). His modified initiative is 9 (6+3=9).
Rupert is using a bastard sword +1 with two hands (weapon speed 7 instead of 8 because of the +1). His modified initiative is 13 (6+7=13).
Delsenora is casting a spell (haste spell, casting time 3). Her modified initiative is the same as Rath's, 9.
The trolls are attacking with their claws and bites (large creatures attacking with natural weapons +6). Their modified initiative is 11 (5+6=11).
The orcs are using long swords (weapon speed 5). Their modified initiative is 10 (5 + 5 = 10).
After all modified initiatives are figured, the combat round goes as follows: Delsenora (initiative 9) completes her spell at the same time that Rath (9) brings the house down on the orcs with his horn of blasting.
The orcs (initiative 10) would have gone next, but all of them have been crushed under falling rock.
The three trolls (initiative 11) are unfazed and attack, one at Rath and the other two springing forward, hitting Delsenora and missing Rupert.
Finally, Rupert (initiative 13) strikes back. He moved too slowly to block one troll's path to Delsenora, but manages to cut off the second. Things look very grim for the player characters.
Heath
GM, 1557 posts
Fri 28 May 2010
at 16:55
  • msg #17

Scrolls and Spellbooks

Here's how I handle scrolls and spellbooks in short form:

Scroll:
1) Once used, the spell is gone from the scroll and only parchment remains.
2) If the mage is high enough level, the scroll can be scribed permanently into the spellbook (and still used from the scroll too).
3) A mage can cast any spell from a scroll regardless of level, but there is an increasing degree of spell failure depending on how many levels he is below the casting level of that particular level spell.

For this, I use 10% times the level he'd need to be to cast the spell, minus his intelligence:

For example, a 5th level mage uses a spell from a scroll that he'd have to be 10th level to cast, and he has a 15 intelligence.  He has a 50%-15%=35% chance of failure.



Spellbook:
1) Spellbooks are what mages study at night to reinfuse themselves with the spell to cast the next day.
2) Spellbooks need not be used when casting spells and can be stored all day.
3) A spell can be cast directly from a spellbook (effectively giving the mage an extra spell to cast), but in that case the spell in the spellbook acts exactly as if it were in a scroll and is erased from the spellbook.
4) Spellbooks typically have a magical protection on them to prevent them from being ruined in water or typical exposure other than fire.
5) Spellbooks can carry any number of spells, but the mage can only memorize his given amount according to his level.
This message was last edited by the GM at 16:58, Fri 28 May 2010.
Heath
GM, 1724 posts
Fri 16 Jul 2010
at 17:57
  • msg #18

HEALING

Healing Checks:

I use a 1d4 for a healing check proficiency (once per day max or as permitted by DM after major battles), if done within an hour of the wound, and 1d3 if done within the day.

If the healing check fails, I still allow 1 hp of healing from the check.  If it succeeds, it is as stated above.  So it allows at least 1 hp gain regardless.

Used as a combination with herbalism, herbalism adds another 1 hp, and herbalism succeeds automatically, even if the healing check fails (so you always heal at least 2 hp).

Healing Check 2:

I am adding a new healing check proficiency.  A character can add a healing check 2 into a slot if that character already has healing check 1.  Healing check 2 gives the healing checks double the effects above (including a +2 if the herbalism skill is acquired).

This is not available to characters under Level 5.

RULE:  I think the healing check should bring the person to 0 hp from -1 to -10 unconsciousness.  They are still unconscious but are at the cusp of consciousness.  So Bernard is at 0 hit points.  We'll see how that rule works.  I never liked the "Cure" rule either, but I don't know how I'd apply it if it ever became relevant here.  We'll see.
This message was last edited by the GM at 17:40, Thu 02 Sept 2010.
Heath
GM, 2043 posts
Wed 8 Sep 2010
at 21:59
  • msg #19

Attributes

Technically, there is a cap on attributes depending on race.  However, I lifted that restriction early on in the game.  But now that characters are getting more powerful, there will be a flat cap of attribute scores as follows:

Warrior: 20 Strength
Paladin: 19 Strength, 19 Charisma
Ranger:  19 Strength, 19 Wisdom, 18 Dexterity

Mage:    20 Intelligence

Priest:  20 Wisdom
Druid:   19 Wisdom, 19 Charisma

Rogue:   20 Dexterity
Bard:    19 Dexterity, 19 Charisma
18 maximum on all other scores, except as exceeded by racial allowances.

The above scores are for BASE SCORES, and are adjusted by RACE as follows:
Dwarf	 +1 Constitution; -1 Charisma
Elf	 +1 Dexterity; -1 Constitution
Gnome	 +1 Intelligence; -1 Wisdom
Halfling +1 Dexterity; -1 Strength
*gnomes, half-orcs, half-elves, etc. are adjusted as per the rules' racial adjustments.

HUMANS
Humans may increase any one stat exceeding the limits above by +1.

Humans must have at least one non-prime requisite attribute that remains -1 below the limits above.

(Humans do not need to choose these in advance but they will be established once the limit is reached (for minimum) or exceeded (for maximum).)


So, for example, a warrior halfling can only have a maximum of 19 strength (prime requisite), but could have a 19 dexterity (even though normal limit is 18).

These limits are only applicable to base scores and may go indefinitely higher based on magic.
This message was last edited by the GM at 22:36, Wed 08 Sept 2010.
Heath
GM, 2101 posts
Wed 15 Sep 2010
at 23:59
  • msg #20

How long is a round???

ROUND:
A "round" for our purposes is the amount of time it takes to complete one round of combat, whether that be 1 second, 6 seconds, 30 seconds, or a minute.  Do not try to pin it down to a finite amount of time because each combat situation is unique with its own time issues.

Typically, however, a round in normal circumstances is 1 minute.

For combat, I usually use 6 seconds as equal to 1 round (i.e., 10 rounds in a minute).  I will sometimes change this to another exact number to match the situation (such as 1 round equals one rotation of the whirlpool).

Unless specified otherwise, the amount of time in a "round" does not affect your character abilities, attacks per round, etc.  I try to just make sure it all makes sense at the end of the day...er...round.
Heath
GM, 2437 posts
Wed 3 Nov 2010
at 20:55
  • msg #21

What can you do in a round?

ACTIONS IN A ROUND

I'm reposting these here.  These are the available options to choose from in a round.  This is taken from the Combat and Tactics guide but is very useful in all cases:

quote:
The Actions
Below are listed each of the actions available to a character and how they are resolved.

Attack
This is the basic action for characters and monsters in a fight. When a character chooses to attack, he makes his normal hand-held weapon attacks. Characters and creatures can make a half-move and attack or they can stand their ground and attack as a no-move action.
Monsters with multiple attacks perform all their attacks on the same phase. If a dragon attacks with average speed, its bite, claws, tail, and wing buffets all take place in the average phase of the combat round. Characters using a weapon in each hand strike in the same fashion, during the action phase of the slower weapon.
Characters who have multiple attacks with the same weapon (such as high-level fighters or weapon specialists) make their first attack normally and then make one attack each phase thereafter until they've resolved all of their multiple attacks. A long sword specialist with two attacks in a round makes his first attack in the average phase and his second in the slow phase of the round.
Normally, a character can combine a move and an attack only by moving first and resolving attacks later. However, a character can choose to attack first and then make a half-move at the end of the round. Note that characters can adjust their position each time they attack, so a hero with multiple attacks could attack several creatures standing apart from each other.
Attacks of opportunity (see Threatening) do not count as a character's attack for the round. It is possible for a creature to get more attacks than normal if its opponent provides it with an opening for an attack of opportunity.
Characters and monsters may choose a number of attack options, such as grab, block, trap, or disarm. The fighter might use his bill-hook to pull a mounted opponent off his horse, or he might try to trip the animal. He could even go on the defensive and try to block his enemy's blow. Refer to Attack Options in Chapter Two for more information about the various alternatives.

Cast a Spell
Wizards and priests may choose to cast spells during combat. All spells are assigned an action phase just as weapons are. The character is considered to begin casting in the very fast phase and to finish in the spell's action phase. If the spellcaster is injured by an attack during the casting, the spell is lost.
Spells and spell-like abilities are assigned action phases based on their casting times:

Casting Time Phase
1–3 Fast
4–6 Average
7–9 Slow
1 round or more Very Slow

When a character casts a spell, she loses any Dexterity benefit to her Armor Class, since she must hold still and concentrate to make the spell work. After the spell has been cast, the mage or priest may apply her Dexterity bonus to her Armor Class again. If the spellcaster doesn't cast a very slow spell, she can take a half-move at the end of the round.
Psionic powers take effect during a randomly determined phase, regardless of the psionic creature's regular Base Phase.

Random Psionic Initiative
d10 roll* Base Phase
1-2 Very Fast
3-4 Fast
5-6 Average
7-8 Slow
9-10 Very Slow

*Add the power's Preparation Time to this roll.

Charge
Characters and monsters can charge to rapidly close for combat and make an attack. Charging is a full-move action, but a charging character may move 11/2 times his base movement when he charges. A knight with a movement of 6 can charge an enemy up to 9 spaces away.
Characters begin their charge on their base initiative, moving up to one-half the distance of the charge. In the following phase, they move the remainder of the distance. Unlike most attack forms, the charge attack is resolved the moment the attacker arrives. If the knight above has a base initiative of fast and an opponent is standing 7 squares away, the knight moves 5 spaces in the fast phase and 2 more in the average phase, at which point he attacks immediately.
Charging (which might more accurately be called the reckless attack) gives characters several advantages but also imposes some penalties. The charging character gains a +2 bonus on his attack roll. Some weapons, such as lances, are suited for charging and inflict double damage when used in a charge.
Because they are so intent on the attack, however, charging characters are at a disadvantage defensively. They lose all Dexterity bonuses to Armor Class and suffer a +1 penalty to AC in addition to that. Guarding characters with weapons longer than the charger's automatically strike first. In addition, characters can set spears (see Guard) against charges.

Cover
A character with a cocked and loaded crossbow, or an arrow nocked and drawn in a bow, can announce that he is covering an opponent within his weapon's short range. The covering character can only choose to cover a single square on the board, as long as that square is within the weapon's short range and in sight. Only characters with a weapon proficiency slot in bow or crossbow can cover someone in this manner. Covering situations usually are created by the circumstances of the initial encounter; for example, an archer may surprise his enemy, cover him, and order him to drop his weapon. Characters can also declare a combat action to cover someone.
Since the arrow or bolt is ready to be fired, the covering character's first shot is fast (or very fast if the character is a specialist.) See Bows and Crossbows in Chapter Seven. The covering character automatically wins initiative against the covered target. It is possible for a very fast creature to beat out the shot of a proficient archer, but even very fast creatures can be covered by a specialist.
The character can hold his cover until later in the round, if he wants to see what his target is going to do. He can fire first in any later phase. After the first shot has been loosed, the covering character can perform the rest of his missile fire at the regular action phase and rate of fire.
The covering shot itself is made with a +2 bonus to the attack roll. Covering is handy for freezing opponents in their tracks, since everybody knows how quickly an arrow or bolt can be released once it is drawn.
Covering can also be used with any hand-held bladed weapon—basically, the character puts her sword to an opponent's throat in a single adjacent square and menaces him. The victim must be stunned, dazed, pinned, unconscious, or surprised for a character to cover him with a melee weapon. As with bows and crossbows, the covering character automatically wins initiative against her target and can attack in the fast phase, or in the very fast phase if she is a specialist. The attack is made with a +2 bonus to hit, and the critical number (see Critical Hits in Chapter Six) drops to a 16.

Fire/Throw Missiles
Firing missiles and throwing hand-held weapons (including splashing holy water or oil) is another basic action that is very common in combat. The character can stand still and attack at his full rate of fire, or he can make a half-move and fire or throw missiles at 1/2 his normal rate.
The one exception to this move-and-fire routine is for missile weapons that have a rate of fire less than 1/round (this includes large crossbows and most firearms). In this case, the character wielding such a weapon can move half his normal rate and still fire the weapon only on the initial discharge of the weapon. The weapon is assumed to be loaded and cocked. After this first shot, the character can only fire the weapon as a no-move action.
Firing or throwing missiles is dangerous when a character is threatened by another creature, since it creates an attack of opportunity. The only exception to this rule is during the same combat round that the threatening creature actually moves up to threaten the character. The character can get his shots in while his enemy closes, but after that he had better switch to a melee weapon.
Characters with multiple missile attacks in the same combat round perform their first attack on the normal action phase, and then follow with one missile per phase until they've completed their full rate of fire. For example, a dart specialist has 3 attacks per round with his darts, a fast weapon. He therefore throws his first dart in the fast phase, the second in the average phase, and the third in the slow phase.
Some monsters, such as manticores, may have multiple missiles that are fired simultaneously. These attacks are all resolved in the same phase.

Guard
When a character guards, she waits for her opponents to come to her. Guarding is a half-move action, or a no-move action if the character stands her ground. A guarding character strikes the moment an attacker moves into the guarding character's threatening squares, regardless of her actual initiative and action phase. The only way an enemy can attack a guarding character first is with a longer-ranged weapon.
If a guarding character is attacked by a charging character, the character that won initiative attacks first (unless one of the characters has a longer-ranged weapon than the other). If both the charging and guarding characters have weapons of equal range, then the character with the larger weapon strikes first. Guarding characters are considered to be set for charge, and spears and spear-like polearms inflict double damage against charging creatures (see Chapter Seven).

For example, Aerwen loses initiative and is armed with a long sword, normally a weapon of average speed. A very fast size M creature takes a half-move to attack her with claws in the fast phase, but since Aerwen is guarding, she attacks first. If the very fast creature were charging, it would attack first since it won initiative for the round. If Aerwen had a long spear (range 2), she would get the first blow despite the creature's charge.

If no one attacks a guarding character,  she can abort to an attack at the end of the round and take a half-move to reach someone.

Move
Moving allows a character to cover a lot of ground without dropping his defenses. Moving is normally a full-move action, but if a character only moves half his maximum move or less, he can consider it a half-move action instead.
Movement normally begins on a character's base initiative, without modifiers for weapon speed. Each half-move a character makes requires one phase, so a fast character does half his move in the fast phase and finishes his move in the average phase.

Parry
Sometimes the best thing to do is take cover and try not to get clobbered. Any character can choose to parry as a combat action. Parrying is a no-move action that is in effect for the entire combat round. If a character parries, he cannot move, attack, or cast spells.
Parrying reduces a nonwarrior character's Armor Class by one-half his level. A 6th-level wizard with an AC of 5 who parries reduces his AC to 2. Warriors who choose to parry reduce their AC by one-half their level, plus one. A 6th-level fighter gets an AC bonus of 4 by parrying.


Run
A character can double his base movement by running. Running is considered a full-move action; the character can't do anything else in the same combat round that he runs. Running on a battlefield is dangerous; the character loses all Dexterity bonuses to his Armor Class and suffers a +1 AC penalty on top of that. In addition, he is considered to be charging if he runs into a square threatened by an opponent with a set spear.
Characters can maintain a run as long as they have the necessary fatigue points (see Fatigue, below). Outside of combat, they can run for a number of rounds equal to their Constitution score. After that, they must stop and rest. See Jogging and Running in the Player's Handbook under Chapter 14: Time and Movement for more information.

Sprint
A character can triple his base movement by sprinting. Like running, sprinting is a full-move action that drops the character's defenses for the round.

Unarmed Combat
Any character may choose to make an unarmed attack instead of attacking with his weapons. There are four basic types of unarmed combat: punching, wrestling, overbearing, and martial arts. Refer to Chapter Five for more information on resolving unarmed attacks.
A character can perform an unarmed attack on his base initiative if he doesn't have to move to reach his target, or he can take a half-move action to close for combat. Attacking armed opponents (including monsters with natural attacks) is dangerous for an unarmed fighter; if the character attacks an armed creature that is threatening him, he suffers an immediate attack of opportunity from his intended victim. The armed defender gains a +4 bonus on his attack roll and his damage roll against an unarmed attacker.
Monsters with natural weaponry almost never make unarmed attacks. However, it is possible for intelligent creatures to "pull in their claws" and try to batter a character into unconsciousness. Monsters without natural attacks may resort to unarmed combat if they are disarmed or want to capture their enemy.

Use A Magical Item
Generally, a character can use a magical item as a fast action or make a half-move and use an item as an average action. Some magical items take more or less time, as noted below:

Item Phase
Potion Average
Scroll Very Slow
Rod, Staff, or Wand Fast
Miscellaneous Magical Item Average

For most magical items with functions that do not emulate combat or spellcasting actions, the magic of the item is activated during the resolution step at the end of the round. In a few cases where powers take an unusual amount of time to activate, the DM is the final arbiter. If an item combines weapon-like characteristics and miscellaneous magic, such as a rod of lordly might, it should be treated as a weapon when being used to attack and as a magical item when its other functions are being used.

Withdraw
Withdrawing is the only safe way to leave a square that is threatened by an opponent. When a character withdraws, he backs carefully away from his opponent without turning his back or creating an attack of opportunity for his opponent.
Withdrawing is a half-move that takes place on the character's base initiative. A withdrawing character cannot attack or cast spells, although he can still get attacks of opportunity.

Ending the Combat Round  After all the combat actions have been resolved, it is time to finish up the round and get ready for the next one. The end of the round is a time to take care of any loose ends or bookkeeping that needs to be looked after. The four major items that are addressed at the end of the round are retreats, fatigue, morale, and status.

Heath
GM, 2440 posts
Wed 3 Nov 2010
at 21:16
  • msg #22

Re: What can you do in a round?

A Retreat is another battlefield strategy.  This is the type of rule I would use for pushing an enemy backwards into lava or off a cliff, for example.  If you want to ever use it, just let me know before the round begins or after I post for the round (i.e., it occurs technically between rounds and is one of the few battlefield strategies that doesn't need to be announced in advance):

quote:
Retreats
When one character inflicts melee damage (but not as a result of missile combat) on an enemy without being hit in return, she may force her foe to retreat, driving him back with well-aimed blows. The attacker doesn't have to force her enemy back; she can decide to let him stand fast and not press the advantage. A defender can ignore the requirement to retreat if he is 4 or more levels/Hit Dice higher than the attacker or if he is two sizes larger than the attacker. A retreat cannot occur if the enemy was knocked down during the round.
When a character retreats, he must move backward into one of his rear spaces chosen by the attacker. If there is no place to retreat directly behind him, the attacker must choose one of the retreating character's flank spaces. If the character is unable to retreat into any rear or flank space, he must roll a successful saving throw vs. paralyzation or be knocked down in the space he is in. In some special situations, the DM may allow a retreating character a chance to avoid being forced back. This allows a character with his back to a cliff (for example) to avoid giving ground.
The creature who forces a retreat may follow her retreating enemy, keeping her foe in a threatened square. The attacker can instead choose to back her enemy off and then hold her own position.
Retreats are good for breaking up enemy battle-lines or for maneuvering an enemy into a battlefield hazard. Retreats can also be used to disengage from a threatening creature by driving it back. Retreats don't create attacks of opportunity for the creature forcing the retreat; this is the end of the combat round and everyone is finished attacking for the round. However, the retreating creature may have been pushed into a situation where his rear or flank is exposed to an enemy during the next round of combat.

Heath
GM, 2848 posts
Thu 3 Feb 2011
at 17:23
  • msg #23

Movement in Combat

On the subject of movement, particularly in combat, here are some rules to keep in mind (from Combat and Tactics), since some do not have the book:

Movement 

Obviously, movement is an important part of a fight. If a character is wielding a sword, he can't hurt anyone with it unless he gets very close to them. The more time a character spends moving, the less he is able to do when he gets there.
In the standard AD&D game, every character and monster has a base movement rate. Since Player's Option combat rounds are shorter than AD&D rounds, each point of that base movement rate allows a PC, NPC, or creature to move one square per combat round in melee scale. A human fighter with a movement rate of 12 can move 12 squares, or 60 feet, in one combat round. If a character moves diagonally, it costs 3 movement points for each 2 squares, rounded up. If a character moves three squares diagonally, it costs 5 movement points: 3 for the first two squares and 2 for the the third square.
Remember, this is a conservative advance. Figures can exceed their normal movement rates by charging, running, or sprinting (see Attack Options, below). The same human fighter sprints 180 feet in a combat round, which isn't bad for an untrained runner wearing sturdy boots, heavy clothes, and carrying a sword.
Characters determine their combat system movement in three steps:

• Determine the character's base movement rate from his character race;
• Adjust the base movement rate for exceptional ability scores;
• Modify the character's movement due to his encumbrance.

Base Movement

Every character (and monster) begins with a base movement determined by race. For monsters, this information appears in the apropriate Monstrous Manual™ accessory under Movement. For characters, the base move varies by race:

Character Race Movement Rate
Human 12
Elf or Half-elf 12
Dwarf 6
Gnome 6
Halfling 6

Unless the DM wants to generate ability scores for every NPC in the game, it's safe to assume that any generic member of the race has the base movement rate listed. However, player characters and exceptional NPCs may be able to move faster than normal.

Exceptional Abilities and Movement

Characters with exceptional Strength or Dexterity scores can increase their base movement rate beyond the normal limits of their race. Similarly, characters with weaknesses in these areas are slower than others of their kind.

Strength
Add the character's hit probability adjustment to her base movement rate. If you are also playing with the Skills & Powers rulebook, add the hit probability adjustment based on the character's Strength/Stamina (not Strength/Muscle) instead.

Dexterity
Add the character's reaction adjustment to his base movement rate. If you are also playing with the Skills & Powers rules, use the adjustment for Dexterity/Balance instead.

For example, Loftos the Swift, a human fighter, has a Strength of 17 and a Dexterity of 16. His Strength gives him a hit probability bonus of +1, and his Dexterity gives him a reaction bonus of +1, too. His base movement rate, therefore, is 12+1+1, or 14.

Encumbrance
Even the fastest sprinter won't move so quickly when he's carrying 140 pounds of armor, weapons, and adventuring gear. A character's encumbrance falls into five categories: none, light, moderate, heavy, and severe. Encumbrance is described in the Player's Handbook in Chapter 6: Money and Equipment.
To determine the character's encumbrance category, find his Strength and read across the table. The numbers on the table are the breakpoints for each category. A character with a Strength of 14 is not encumbered until he has 56 pounds of gear, lightly encumbered until he has 86 pounds of gear, moderately encumbered until he carries 116 pounds of gear, and heavily encumbered up to a load of 146 pounds.
       Character	Encumbrance Category
	Strength  Lt.	 Mod.	 Hvy.	Severe
	3	    6	    7	    8	  10
	4–5	  11	  14	  17	  20
	6–7 	  21	  20	  39	  47
	8–9	  36	  51	  66	  81
	10–11	  41	  59	  77	  97
	12–13	  46	  70	  94	 118
	14–15	  56	  86	 116	 146
	16	  71	 101	 131	 161
	17	  86	 122	 158	 194
	18	 111	 150	 189	 228
	18/01	 136	 175	 214	 253
	18/51	 161	 200	 239	 278
	18/76	 186	 225	 264	 303
	18/91	 236	 275	 314	 353
	18/00	 336	 375	 414	 453
A creature's final movement is figured by comparing current encumbrance with natural base movement.
Base	Encumbrance Category
Move	None	Lt.	Mod.	Hvy.	Severe
1	  1	  1	1	1	1
2	  2	  2	1	1	1
3	  3	  2	2	1	1
4	  4	  3	2	1	1
5	  5	  4	3	1	1
6	  6	  4	3	2	1
7	  7	  5	4	2	1
8	  8	  6	4	2	1
9	  9	  7	5	2	1
10	 10	  7	5	3	1
11	 11	  8	6	3	1
12	 12	  9	6	3	1
13	 13	 10	7	3	1
14	 14	 11	7	4	1
15	 15	 12	8	4	1
16	 16	 12	8	4	1
17	 17	 13	9	4	1
18	 18	 14	9	5	1
In addition to affecting how far a character can move in a combat round, encumbrance also affects how well a character can fight. Moderately encumbered characters suffer a –1 penalty to attack rolls. Heavily encumbered characters suffer a –2 attack penalty, and their Armor Class suffers a +1 penalty. If the character is severely encumbered, he suffers a –4 penalty to all attacks and a +3 penalty to his Armor Class. Fatigue may temporarily increase a character's effective encumbrance; see Fatigue for more information.

This message was last edited by the GM at 17:24, Thu 03 Feb 2011.
Heath
GM, 2885 posts
Mon 7 Feb 2011
at 21:59
  • msg #24

Re: Movement in Combat

WEIGHT OF MAGICAL ARMOR AND ENCUMBRANCE

From Player's Handbook:

Magical Armor and Encumbrance
One of the special properties of magical armor is its effect on encumbrance. Although magical armor appears to weigh as much as normal armor, the weight of magical armor applies only toward the weight limit of the character. It does not apply when determining the effects of encumbrance on movement and combat. In essence, the armor appears to weigh as much as normal armor but does not restrict or hamper the character.

Cwell the bard finds a suit of chain mail +1. Lifting it up, he finds it weighs 60 pounds. Cwell is already carrying 50 pounds of gear. Donning the chain mail, he is now carrying 110 lbs. of gear. Cwell's Strength is 12, which means that he can carry only 30 more pounds of equipment. However, when calculating the effect of all this weight on his movement, Cwell is considered to only be carrying 50 pounds of gear--the magical armor doesn't count. Furthermore, he does not suffer any combat penalties for the chain mail's weight.

Magical Weapon Speeds
Magical weapons are easier to wield in combat than ordinary ones. Maybe the weapon is lighter or better balanced than normal; maybe it just pulls the character into the proper position of its own volition. Whatever the cause, each bonus point conferred by a magical weapon reduces the speed factor of that weapon by 1. (A sword +3 reduces the weapon speed factor by 3, for example.) When a weapon has two bonuses, the lesser one is used. No weapon can have a speed factor of less than 0.
This message was last edited by the GM at 22:30, Mon 07 Feb 2011.
Heath
GM, 2889 posts
Tue 8 Feb 2011
at 17:52
  • msg #25

Re: Movement in Combat

This is the rule I use, although I have adopted the more prominent "combat round equals 6 seconds" rule, rather than this, which is 12 seconds.
Combat and Tactics:
Combat Rounds and Game Time
Combat rounds replace the one-minute round in normal AD&D combat situations. If you need to keep count, five combat rounds equal one normal round, and 50 equal a full turn.
To make things easy, the DM can rule that a battle, regardless of its actual length, takes one turn. Characters tend to spend several minutes checking on fallen enemies, surveying their own injuries, and making sure that the enemy has abandoned the field before dropping their guard. Unless time is an issue, this is reasonable.


Combat and Tactics:
In the standard AD&D game, every character and monster has a base movement rate. Since Player's Option combat rounds are shorter than AD&D rounds, each point of that base movement rate allows a PC, NPC, or creature to move one square per combat round in melee scale. A human fighter with a movement rate of 12 can move 12 squares, or 60 feet, in one combat round. If a character moves diagonally, it costs 3 movement points for each 2 squares, rounded up. If a character moves three squares diagonally, it costs 5 movement points: 3 for the first two squares and 2 for the the third square.
Remember, this is a conservative advance. Figures can exceed their normal movement rates by charging, running, or sprinting (see Attack Options, below). The same human fighter sprints 180 feet in a combat round, which isn't bad for an untrained runner wearing sturdy boots, heavy clothes, and carrying a sword.
</quote>
(OOC: The key is that we're not using 1 minute rounds, but rather 6 second rounds. Therefore, you don't actually move the full Movement rate in tens of feet, but rather 1 square per Movement rating.  If we were using 12 second combat rounds, we'd move 10 feet per Movement rating, but since we're using 6 second rounds, we move 5 feet per Movement rating - which is why the grid that Heath is using is based on 5 ft increments instead of the standard 10 ft increments.
Heath
GM, 2895 posts
Tue 8 Feb 2011
at 23:31
  • msg #26

Darkness

Quoting Player's Handbook:

Since one can't see anything in the dark, the safe movement rate of blinded characters is immediately slowed by 1/3 the normal amount. Faster movement requires a Dexterity check (see Chapter 14: Time and Movement). Characters also suffer a -4 penalty to attack rolls and saving throws. Their Armor Class is four worse than normal (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. However, darkness is not always absolute, and those DMs who wish to make distinctions between various levels of darkness can use Table 72.

The blindfighting proficiency can lessen the effects of fighting in darkness as explained in the proficiency description in the Player's Handbook.

Heath
GM, 3485 posts
Thu 30 Jun 2011
at 19:26
  • msg #27

Use of Items

HOUSE RULE:  The AD&D Rules restrict use of magic items and scrolls to specifically priests or mages (not rangers, etc.).

The house rule is that any character who can cast spells of a certain type can use these items and scrolls.  They also, contrary to the printed rules, get wisdom bonuses.

Further, a magic using character of any type can use scroll spells higher than the level he can actually cast, with a 25% chance of failure per level above, minus 10% per point of wisdom over 12.  (This does not apply unless the person can actually cast spells: for example, a 7th level ranger cannot use any scrolls, but an 8th level ranger could.)

For example, Rath is a 1st level cleric who can only cast 1st level spells, and he has a 14 Wisdom.  He has a scroll with a 4th level spell.  He attempts to cast it:  The spell has a 75% chance of failure minus 20% for his wisdom bonus, equalling a 55% chance of failure.


BONUS SPELLS:  Contrary to the printed rules, spellcasters of any type can get the wisdom bonus for extra spells, including mages.
Heath
GM, 3501 posts
Mon 11 Jul 2011
at 19:35
  • msg #28

TUMBLING

TUMBLING PROFICIENCY

Here is the textbook rule for Tumbling:

Tumbling: The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.
On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.


A house rule for tumbling adds the following:

For each additional NW Proficiency slot used for tumbling, the character gets another -2 improvement to his armor class and +1 to unarmed combat attack roll.  Same restrictions.

For falls, he gets one proficiency check per NWP slot dedicated to tumbling.

Starting at Tumbling rank 2, a rogue character also gets an additional -1 bonus to the armor class, +1 to unarmed combat, and -1 to proficiency checks per each additional dedicated slot after the first.  A bard gets a +2 bonus to all rolls for unarmed attacks and -2 to AC and Tumbling checks per each additional dedicated slot after the first.

If tumbling for entertainment, the character can substitute a proficiency check for a charisma check in appropriate circumstances, at -1 per each additional NWP slot after the first.





For each NW Proficiency slot used for tumbling, the character gets another +2 improvement to his armor class and +1 to unarmed combat attack roll.  Same restrictions.

For falls, he gets one proficiency check per NWP slot dedicated to tumbling.

Starting at Level 2, a rogue character also gets an additional +1 bonus to the armor class, unarmed combat, and proficiency checks per dedicated slot.  A bard gets a +2 bonus to all rolls.

If tumbling for entertainment, the character can substitute a proficiency check for a charisma check in appropriate circumstances, at +1 per NWP Level.


"Level" equals the number of NWP slots dedicated to this proficiency.

OOC: Part of this change is to make tumbling more compatible with Parrying.  Despite some previous conversations, I do not believe the two are totally compatible because Parrying is a purely combat proficiency, whereas tumbling is a regular skill modified for combat.
This message was last edited by the GM at 17:57, Wed 20 July 2011.
DM Heath
GM, 4436 posts
Wed 29 Aug 2012
at 16:15
  • msg #29

Re: TUMBLING

For Critical Fumbles, I tend to use the following to determine effect (taken from Dragon Magazine #39):

 01-19 slip; roll dexterity or less on d20 or fall and stunned for 1-4 rounds
 20-33 stumble; roll dexterity or less on d20 or fall and stunned for 1-6rounds
 34-39 trip and fall; stunned for 1-6 rounds
 40-44 off balance; roll dexterity or less on d20 or no action next round
 45-49 lose grip on weapon; roll dexterity or less on d20 or no attack next round
 50-54 lose grip; roll dexterity or less on d20 or drop weapon
 55-59 lose grip; drop weapon
 60-61 shield tangled with opponent (no effect if no shield)
 62-63 shield tangled with opponent; neither attacks next round
 64-65 weapon tangled with opponent; no attack next round
 66-69 weapon knocked away-roll d8 for direction, d10 for distance in feet
 70-74 weapon breaks (base 100% chance -20% for each [+] or ability of weapon)
 75-76 hit self; half damage
 77-78 hit self; normal damage
 79-80 hit self; double damage
 81-82 hit friend; half damage
 83-84 hit friend; normal damage
 85-86 hit friend; double damage
 87-88 critical hit, self
 89-90 critical hit, friend
 91-92 twist ankle; half speed for 1 turn, roll dexterity or less on d20 or fall
 93-95 helm slips; roll dexterity or less to fix, hit probability -6 until fixed
 96-97 helm slips; roll dexterity to fix, no attacks until fixed
 98 distracted; opponent's next attack at +3
 99 roll twice, ignoring rolls of 99 or 00
 00 roll three times, ignoring rolls of 99 or 00

If you roll a critical failure and want to roll on this chart, feel free.  Just give me the number in a private line and let me describe the effects, as they may need to be modified or rerolled based on context and application.
DM Heath
GM, 4689 posts
Thu 11 Apr 2013
at 23:21
  • msg #30

KNOCKDOWNS

KNOCKDOWNS (Taken from Players Options: Combat and Tactics Guide):

Knockdowns
Some creatures can smash their opponents to the ground with raw strength or heavy weaponry. Knockdowns are based on the size of the attacker's weapon compared to the size of the defender.

Every weapon (including monster attacks) is assigned a knockdown die that is rolled when a hit is scored. Light weapons have a small die, while heavy weapons use a d10 or d12 for knockdowns. The size of the target determines what roll is required for a knockdown.
	Target Size	Knockdown Roll
		T		 3
		S		 5
		M		 7
		L		 9
		H		11
Don't confuse the knockdown die with the actual damage caused by the hit; they are two different things. It is a little quicker to roll the knockdown chance along with the damage dice, but don't feel like you have to.
Obviously, some creatures are immune to knockdowns. An ochre jelly, black pudding, or fire elemental can't really be knocked down, nor could a crocodile or shark in the water. In addition, some monsters may be unusually resistant to knockdown effects.

Knockdown Effects. Creatures who suffer a knockdown must roll a successful saving throw vs. death or be knocked prone. The victim can stand up by forfeiting a half-move or an attack. If he has already completed his actions for the round, he has to wait until next round to stand up. Refer to Sitting, Kneeling, and Prone above for more information about being on the ground.
Any character or creature armed with a loaded and cocked crossbow or firearm that is knocked down must roll a successful saving throw vs. paralyzation or accidentally fire the weapon.

Monsters and Knockdowns. Monsters who wield weapons can use the knockdown die size that is listed for that weapon, and then modify the die for their own size. Increase the die one step for each Size category larger than Man-sized, or decrease it for each one under. For example, an ogre is wielding a morningstar, which normally has a knockdown die of d10. Because the ogre is Size L, one size larger than Man-sized, the knockdown die increases to a d12.

For monsters with natural attacks, choose a weapon that seems close to the attack type and then modify it for the monster's size. An adult dragon's claws may be like long swords. A wyvern's sting might be similar to a spear. Monsters may resist knockdowns better if they have four or more legs, are exceptionally dense or low-built, or seem generally tougher than normal.
DM Heath
GM, 5628 posts
Tue 19 Jan 2016
at 22:58
  • msg #31

Lifting

Lifting:  You can lift (gate, portcullis, etc.) up to twice your maximum load.

Str.
Score  Max Load
8      80 lb.
9      90 lb.
10     100 lb.
11     115 lb.
12     130 lb.
13     150 lb.
14     175 lb.
15     200 lb.
16     230 lb.
17     260 lb.
18     300 lb.
19     350 lb.
20     400 lb.
21     460 lb.

You can drag or push up to 5 times your max load.
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