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02:36, 12th May 2024 (GMT+0)

Combat Round Sequence.

Posted by AslaniiFor group 0
Aslanii
GM, 61 posts
Thu 10 Aug 2023
at 01:55
  • msg #1

Combat Round Sequence

As always, let me know of any changes, etc. Its lengthy.

1)  Roll for Initiative.  For smaller groups, each member may roll 1D6 + Dex mod. Initiative value applies during the Spell Casting / Melee / Missile phases.

- Both sides roll 1D6 & higher moves first.  They may opt to run away now.
- If a tie, then both sides move simultaneously.
- A 2 H weapon always strikes last or loses the initiative.
- Declare if using a Fighting Withdrawal or Retreat Maneuver !!
- Unarmed combat & Wrestling have separate flow sequences - see below

Undead Reaction Roll: Turned creatures that previously left the area may appear again 1D10 Combat Rounds later.  Make a Reaction Roll per undead returning, success on 2D6 = 8+.

A)  Morale Check Monsters & NPCs.  A higher number is a better morale rating.  However, a Morale 2 means pacifist & will not fight while a Morale 12 will fight to death.

Check Monster Morale when:
- a single monster is first hit & when it has 1/4 HP left
- groups check when the first death occurs (on either side) & again when half of
the monsters are killed, magically asleep, controlled, etc.

- Optional Morale mod +1/+2 if a player has been killed to a -1/-2 players using
        magic, etc

- Roll 2D6 > Morale rating = for success. Monsters continue fighting. Failure means a Fighting Withdrawal or Retreat.  If neither is possible, then surrender. An intelligent monster will offer treasure from its lair as a payment or ransom. This offer need not be accepted. Per me, this would count as a "Parley."

Check Retainer Morale when:
- Use the employer's Charisma value
- Employer orders the retainer to endanger him/her self when the party is in
danger
- When the retainer is at 1/4 HP left

- Roll 2D6 < Morale Rating for retainers, hirelings & such to pass a morale check. Failure means they drop stuff & run away (Retreat) ...


2)  Movement, includes Defensive Maneuvers.  ** Actions during a Combat Round **

Difficult to find when reading thru the BECMI rules.

- Charge = monsters must be able to move a minimum of 20 yards (20 ft indoors)
  for a charge bonus & dealing double damage (Expert, page 44)

- Defensive withdrawal = back up at 1/2 speed away from combat, must have
space to do so, facing whom you are withdrawing from. Withdraw.
- Dodge = (Pandius). Allows a +1 to AC when a successful Dodge skill check is
        made. Per me, I count this skill as movement.
- MU = MUs that move may NOT spellcast !!
- Move = move rate depends upon encumbrance being carried.
Run = triple normal move, can only do once.

- Retreat = running away from melee combat, opponent gets a +2 to Hit
(Opportunity Attack when you move) & you may not use the shield
(+1 AC) at this time

3)  Missile Fire.
-This includes throwing weapons, rocks, flasks, etc.
- A torch thrown onto/at oil ignites it on to Hit vs AC 10.

Called Hit Location = taken from the AD&D Fighter's Handbook. Not really used in D&D / BECMI, but listed here for reference. All take a -4 to hit penalty to the hitting attempt. Body part can be Numbed for a combat round or rendered Useless for a number of minutes.

Numbing hit = you inflict 25% HP damage by your hit, target recovers next combat round. Magical healing negates the numbing effect (but not the hit damage ~ Cure Wounds for that). Head hit, see below.

Useless hit = you inflict 50%  HP damage by your hit, target useless for rest of this combat ~ it takes 2D 6 minutes to recover. Magical healing makes it useful now. Head hit, see below.

Arm = drops weapon unless strapped to him/her. Also drops anything in that hand. Target could lose shield & thus shield AC.

Head = roll 1D6 for the effect, whether Numbed or Useless;
1 = Blind
2 = Deafened
3 = Concussed, -4 to all Dex rolls
4 = Knocked prone
5 = Blind & deafened
6 = Concussed & knocked prone

Leg = roll 1D20 < Dex to remain standing, failed means falls prone

Torso = default hit location, no special effects

To Hit = 1D20 +/- Dex Bonus  +/- Range adjustment  +/- Cover  +/- any Magic bonus < To Hit Number.

* Short range = +1 to Hit
* Long range is -1 to Hit

* Cover is not a shield in this situation
* Cover depends on how much of the target is visible & whether soft or hard
cover. (Expert, Bk 2 / PHB, pg17).

Cover amount Soft cover Hard cover
1/4 -1 -2
1/2 -2 -4
3/4 -3 -6
Full -4 Can't hit

If using Weapon Mastery, Unskilled weapon use:

Missile = Basic skill level with -1 to Hit & inflicts 1/2 damage.

Attacker mods should apply to the To Hit roll (Master, DM, pg 11)

Defense mods should apply to the target's AC.  If applicable either way, to the target.  (Master, DM, pg 11)

To Hit roll number needed.  For levels 1-3, these remain the same until you reach Level 4.

Target AC = 9      8     7     6     5    4    3    2    1    zero    -1
                      |       |      |      |      |      |     |     |      |       |         |
To Hit Roll   10    11   12   13  14   15  16  17  18    19     20

4)  Spell Casting. This includes clerics turning undead.
Turn Undead = roll 2D6 > undead value indexed by cleric level. If successful, a random number will be turned.  Turned are counted by hit dice, no partial 'turned' result is possible. Turned creatures leave the area, but may appear again1D10 Combat rounds later.  Make a Reaction Roll per undead returning, success on 2D6 = 8+.


Turn Undead roll Fails = may not use that ability again until another encounter.
Undead Type Level Determines Number Turned
Ghoul 1D6
Mummy 1D2
Skeleton 2D6
Wight 1D4
Wraith 1D3
Zombie 1D6

Magic Saving Throws = are tabled on the PC's Character Sheet by broad categories.

4)  Melee Combat.
-Fighters must be adjacent to melee attack
- Unarmed combat is rolled normally with 1 damage point +/- Strength bonus
- Continuous Damage = some monsters can hold their target when they hit, no
need to roll another to hit.  They simply roll their damage on the victim
  (Expert, pg 45).  Grappling to escape ??

Lethal Damage or Subduing Damage = usually damage goes to HP to kill. There may be times when you wish to subdue the target. Announce before rolling dice to Hit. Default is lethal damage to HP to kill.

- Boxing / Punching = 1 + Strength mod for damage.

- Cannot harm target 2+ sizes lager than attacker.
- If hit, Target rolls 1D20 - Target's Con Score (not mod).
- If target rolls 1 or better, then stunned 1 round.
- Target must save vs Death Ray = or K/O-ed for above value from  (1D20 - Target's Con Score) in Combat Rounds

-Kicking = 2 + Strength mod for damage (per me).

- Wrestling = drawn out per BECMI rules, so I'm altering it to:

Wrestling Bonus = Level / 2 (round up)
~ add above to Strength + Dex values (not mods !!)
~ add above to AC (AC without magic & Dex mod)

Monster Wrestling Bonus = HD x 2
~ add +9 if no armor
~ add AC if Giant / Huminoid / Kolbold / Orc

- Both sides roll 1D20 + Wrestling Bonus
- Highest wins & pins other, else a tie & nothing happens
- Highest inflicts 1D6 lethal or Subduing damage
-Victim must Save vs Death Ray to negate this combat round's damage &
                 break free. Failure means takes damage & pinned.

Next round continue from previous.

- Dual Weapons =  (Master, Bk 2, pg 20). The second weapon takes a -4 to Hit. If Weapon Mastery is used, it attacks at the next lower mastery level.


Called Hit Location = taken from the AD&D Fighter's Handbook. Not really used in D&D / BECMI, but listed here for reference. All take a -4 to hit penalty to the hitting attempt. Body part can be Numbed for a combat round or rendered Useless for a number of minutes.

Numbing hit = you inflict 25% HP damage by your hit, target recovers next combat round. Magical healing negates the numbing effect (but not the hit damage ~ Cure Wounds for that). Head hit, see below.

Useless hit = you inflict 50%  HP damage by your hit, target useless for rest of this combat ~ it takes 2D 6 minutes to recover. Magical healing makes it useful now. Head hit, see below.

Arm = drops weapon unless strapped to him/her. Also drops anything in that hand. Target could lose shield & thus shield AC.

Head = roll 1D6 for the effect, whether Numbed or Useless;
1 = Blind
2 = Deafened
3 = Concussed, -4 to all Dex rolls
4 = Knocked prone
5 = Blind & deafened
6 = Concussed & knocked prone

Leg = roll 1D20 < Dex to remain standing, failed means falls prone

Torso = default hit location, no special effects


To Hit = 1D20 +/- Strength Bonus  +/- Cover  +/- any Magic bonus > Hit Number

Attacker mods should apply to the To Hit roll (Master, Bk 1, pg 11). Examples include: Strength, Dexterity, Magic, Range to Target, & such.

Defense adjustments should apply to the target's AC (Master, Bk 1, pg 11). Examples include:  Armor, Cover, & Magic.


To Hit roll number needed.  These remain the same until you reach Level 4.

Target AC = 9      8     7     6     5    4    3    2    1    zero    -1
                      |       |      |      |      |      |     |     |      |       |         |
To Hit Roll   10    11   12   13  14   15  16  17  18    19     20

Dodge = (Pandius). Allows a +1 to AC when a successful skill check is made.  Per me, this counts as movement.
Poison = make a successful Save vs Poison to ignore. Damage depends upon target's level/monster's hit dice. Taken from Weapon Mastery Chart, noted here.

PC or Target's Monster's Save vs Poison Poison's
Level Hit Dice Bonus Effects
0 0 +1 Death
1-2 1-3 +2 Lose 75% of HP & paralyzed
3-5 4-9 +3 Lose 50% of HP & paralyzed
6-8 10-12 +4 Lose 50% of HP
9-11 13-15 +5 Lose 25% of HP
12-15 16 +6 Lose 25% of HP
16+ 17+ +7 lose 10% of HP

4)  Non-Initiative side now Moves / Missile Fires / Spell Casting / Melee Combat.

5)  End of 1 round.  Retreats, Surrenders, etc.

Melee Combat Results
Acid = (Companion, DM, pg 28).
Blindness = (Basic DM, pg 22).  If you attack, take -4 to Hit, move 1/3 normal speed // 2/3 if guided, as a target take +4 to Hit.

Charm = (Basic DM, pg 23).  Save vs Spells (wisdom mod) or become charmed. The target is your friend, you will not harm or attack the caster. You are subject to simple commands unless you do not speak a common language, in which case you protect the caster. You're confused, unable to use spells or magic items.  If the caster dies, you are freed.  A Dispel Magic will break this spell.

Disease = (Master, DM, pg 24).  Save vs Poison (Con mod).  If failed, target has a 25% chance of dieing in 1D6 days.

Energy Drain = (Basic DM, pg 24).  Charisma mod to save or lose 1 level per hit taken.  A first level character is killed instead. You have to regain lost levels normally, although your XP falls to 1/2 the needed value. All level values are lost:  HP, spells, etc.

Paralysis = (Basic DM, pg 24). Save vs Paralysis (Strength mod) or else unable to do anything. Frozen in place, you are aware of what is happening, but unable to move. If attacked, you are automatically hit.  Usually last 1D6 +2 turns. Cure Light Wounds can remove paralysis, but cures no wounds in this instance.

Petrification = (Expert, pg 45). Can be caused by a gaze / breathe / normal hit.  Save vs Turn to Stone (Strength mod) or become petrified ...  You turn to stone along with all of your clothing & belongings. Yes, even the magical stuff turns to stone. You are a statue now.

Poison = (Basic DM, pg 24). Save vs Poison (Con mod) or take 1D4 damage. Rules do not say if this is a one time roll or a continuing roll every round. I would assume rolled every round until saved or dead.

Poison = make a successful Save vs Poison to ignore. Damage depends upon target's level/monster's hit dice. Taken from Weapon Mastery Chart, noted here.

PC or Target's Monster's Save vs Poison Poison's
Level Hit Dice Bonus Effects
0 0 +1 Death
1-2 1-3 +2 Lose 75% of HP & paralyzed
3-5 4-9 +3 Lose 50% of HP & paralyzed
6-8 10-12 +4 Lose 50% of HP
9-11 13-15 +5 Lose 25% of HP
12-15 16 +6 Lose 25% of HP
16+ 17+ +7 lose 10% of HP

Regeneration = Find details

Sub-dual = when "hits" equal HP, then unconscious. Can be a combination of regular & sub-dual damage, but once all hits = HP, then alive, but unconscious ~ possibly bleeding out per me.

Swallow = (Expert, pg 45).  Some monsters may be large enough to swallow you.  Usually results on a to Hit roll of 20, although other results may be allowed.  If swallowed, you take a specified amount of damage every combat round (Continuous Damage).  Swallowing can also result in becoming unconscious, paralysis, etc.  If you have an edged weapon, you may attack at -4 To Hit vs AC 7.  If dead, it takes the beast about 1 hour to digest you ...

Swoop = (Expert, pg 45).  This is a flying beast's 'charge', it descends very quickly.  Double damage inflicted only if the target is surprised.  If the beast is large enough with talons, on a To Hit of 18+, it also grabs the target.  If too heavy, it lets go immediately, (per me, maybe dragged a few feet, roll to remain standing up).
Monster Hit Dice Victim Size
3 HD Halfling or smaller
6 HD Man or smaller
12 HD Horse or smaller
24 HD Elephant or smaller

 Trample = (Expert, pg 45).  Some beasts can crush their victim.  Trampling means a +4 To Hit for man sized or smaller victims.  Same is true of an animal herd or being stampeded, although this can cause 1D20 damage.
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