You may have noticed that my last post was in December. You might even remember that in the post before that I made a promise to myself to focus more on playing and running D&D, and blogging more. You're almost certainly aware that it's now April. Well, I haven't played during that time, and I haven't blogged during that time. The truth is, I've barely done anything D&D-related at all. I almost joined a group as a player, with a professional paid DM, until I decided I couldn't really afford it (and had some other life stuff come up as well). Aside from that, I've been more focused on my fiction writing and some other projects, and D&D has been on the backburner. My muse is cycling back around to it again though, and the first task I know I need to do before I can start prepping my campaign is to get the ruleset I'm using ready to go. Unfortunately for me, the ruleset I've decided to use is Original D&D, which requires a bit more assembly than most. So I figured I'd blog for a while about that process, starting with the combat system.
When figuring out how you're going to run combat in Original D&D, there's one stumbling block that every referee will encounter: there is no combat system contained in those three booklets. Sure, there's a method for determining whether or not an attack causes damage, and if that damage is sufficient to slay the target. But there are many other important questions that go unanswered. Who goes first? What can an individual character or monster accomplish in one combat round? When do combatants lose heart and run away? All of these questions are answered by later editions of the game, but what I'm trying to do is build the game using the answers that would have been available in 1974. So let's see what the original booklets have to say about things, under the heading Land Combat:
The basic system is that from CHAINMAIL, with one figure representing one man or creature. Melee can be conducted with the combat table given in Volume I or by the CHAINMAIL system, with scores equalling a drive back or kill equal only to a hit.
There's a little bit more after that about fighting larger battles on a 20:1 scale, but that's not usually relevant in most D&D games. The key point is that we're referred to the CHAINMAIL miniature wargame rules. We're also given the choice of using the CHAINMAIL systems or the tables in OD&D for determining whether an attack is successful. For me, the choice is an easy one. OD&D gives one single mechanic, and encompasses every monster in the rules within that mechanic. CHAINMAIL has multiple mechanics depending on whether creatures are man-types or fantastic, and even then there are quite a number of D&D monsters that aren't covered in the CHAINMAIL rules. It's very easy to default to the OD&D tables here. But this doesn't answer the questions posed above about the other aspects of combat.
Taking a look at CHAINMAIL shows that there are three separate combat systems. The first is for mass battles fought between normal men. The second is for man-to-man skirmishes. And the third - from the Fantasy Supplement - is for fantastic battles between monsters and powerful characters. The Fantasy Supplement doesn't do much to answer questions of movement, initiative, morale, etc.; and being a supplement the assumption is that it would be based on the rest of the CHAINMAIL rules. Since D&D combat is almost invariably at the skirmish scale, it would make sense to default to those rules. But look what it says:
When using the Man-to-man combat system all preceding rules apply, except where amended below.
So effectively all of the mass combat rules apply in man-to-man combat, unless the man-to-man rules contradict them. This is the "fun" part of constructing a workable combat system using OD&D and CHAINMAIL. What counts, and what doesn't? Which rules are applicable? That's what I plan to figure out below, at least in a very broadstrokes fashion. I will probably break down some of these topics in future posts, but for now I'm just going through CHAINMAIL and giving some quick notes about what is in and what's out.
One general principle I'm going to try to stick to with this is that the CHAINMAIL mass combat rules are superseded by the man-to-man rules, which are superseded by the OD&D rules.
- Melee range is 3" (30 feet when indoors or 30 yards when outdoors)
- This is not a rule I care for. Even in the very abstract combat round of D&D, I feel like it breaks the immersion for characters that are 30 feet (or yards!) apart to be attacking each other in melee. Thankfully, there's precedent for a 10 feet/yards melee distance in the OD&D surprise rules, which show an example where a Wyvern can melee because it's within 10 feet. With a maximum encounter distance of 30 feet when surprised, it wouldn't make much sense to even roll for it if melee distance was 30 feet, so... This is the first rule I'm kicking out. Melee range is 1".
- First blows
- In melee, who strikes the first blow depends on who is the "attacker", and on the relative "class" of each weapon. Weapon class subsumes weapon length and speed; higher class weapons are longer and will attack first when initiating melee, and lower class weapons will strike first on subsequent rounds.
- This all seems reasonable, although it may sometimes be unclear who the "attacker" is in any given situation. And I'm not quite sure what to do in situations where there are more than two weapon types in any given melee.
- Some special case melee rules:
- Men attacked from the rear can't retaliate on that round, and will attack second the round after. Seems reasonable, and applicable to any creature attacked from the rear.
- Those attacking from the rear also get a +1 to hit. These small bonuses are due to CHAINMAIL's resolution mechanics being rolled on 1d6 or 2d6. They're significant at that scale, but not so much when rolling a d20. I'll stick with them regardless.
- Men attacked from the left flank automatically attack last on the initial melee round. I guess this assumes everyone is right-handed? It's also not necessarily applicable to non-humanoid monsters and animals.
- Mounted men get a +1 to hit against footmen, and +2 on the first round of melee; footmen are -1 to hit mounted men. On the second melee round, a horse can attack footmen with its hooves in addition to its riders attacks.
- Parrying and multiple attacks:
- To quickly summarise some fairly involved rules, if two weapons used in melee are different enough in weapon class, one attacker may get 2 or even 3 attacks, and there is also the option of parrying.
- As I mentioned above, weapon class can get unwieldy when you have melees involving more than two combatants, especially when each has a different weapon. I'm inclined to keep this rule, but maybe only apply it for one-on-one battles.
- Morale:
- The man-to-man rules say that: "Morale is to be checked when 1/3 of an army has been killed. Use the standard morale tables, check type of troop, and allow any bonuses to dice". There are two morale systems in CHAINMAIL, but the man-to-man system seems to be referring here to the one listed under "Instability Due to Excess Casualties". The question here is whether to use that exclusively, or to also apply the "Post Melee Morale" rules. In the interests of simplicity, I will probably just use the former.
- It should also be noted that morale ratings will have to be determined for all of the non-humans in D&D.
- Turn Sequence:
- CHAINMAIL has two turn sequences, one where the sides take turns resolving each phase of the round, and one where the resolution is simultaneous. The basic system is that each side rolls 1d6, with the winner deciding who moves first, then each phase is resolved: movement, artillery, missile fire, and melee. My interpretation is that the simultaneous system is used when the d6 rolls are the same, but that's not stated.
- One thing that needs to be figured out is when spellcasting happens in this sequence.
- It should also be noted that OD&D says that Dexterity is a factor in speed of missile fire and spellcasting, so I'll need to factor that in too.
- And then there's the First Strike stuff from above, which I know my players will rebel against when winning initiative doesn't mean they necessarily get to attack first.
- Movement:
- The terrain effects here seem workable, and there's a list of movement rates for various troop types. OD&D has boiled this down to simply Light Foot, Heavy Foot, and Armored Foot, so these can mostly be ignored. Interestingly enough, in CHAINMAIL Light and Heavy Foot are both 9", but there's enough precedent in the OD&D booklets for lightly armored humans moving at 12" for me to go with the standard 12"/9"/6" system.
- Different troop types (and monsters in the Fantasy Supplement) have distances listed for movement when Charging. I'll have to figure these out for the D&D monsters not in CHAINMAIL, or figure out if there's a system.
- Formation and Facing:
- I think I can dispense with these rules outside of mass combat.
- Fatigue:
- Moving and fighting for too long can fatigue a character, making them less effective in combat. It all seems reasonable enough, although it's not something that was brought forward into later versions of D&D (except for the requirement for characters exploring a dungeon to rest one turn in six, which exactly corresponds to the fatigue movement rules here).
- I'm going to try to use these, although I suspect that keeping track of this for PCs and monsters will quickly prove tiresome.
- Missile Fire
- Bows can be fired twice per round if the archer is stationary. Light crossbows can be fired once, and heavy crossbows can be fired every second round. In a system where every weapon deals 1d6 damage, this makes heavy crossbows highly suboptimal. This is somewhat balanced by them having a +1 bonus on attack rolls.
- Split-Move and Fire (the ability to move, shoot, then move again) is usually reserved for mounted troops, but of course in OD&D it's a core ability of Elves so I have to include it.
- Arc of fire is limited, but I think I'll ignore that for non-mass combat.
- The rules for ranks permitted to fire, indirect fire, and cover should all be included.
- It states outright that missiles can't be fired into a melee
- Catapults and Gunpowder Weapons:
- It's likely that these rules will only come into play for rock-throwing giants.
- Charging:
- Of course these rules will have to be included. I'm inclined to ignore the stuff about missile troops "refusing" combat.
- Infiltration:
- Troops are said to control the space 1" on either side to stop "infiltration". This seems like a good way for fighters to be able to control the battlefield a bit and protect spellcasters in the back row, so it stays.
- Getting "Drawn in" to battle
- There's a rules about getting drawn into battle if you're within 3" of a melee that I'm going to ignore. I've already said that melee range is 1".
- Melee Optionals for Added Realism:
- Most of this stuff is only applicable to mass battles, such as the capturing prisoners, forming pike hedgehogs, and the historical characteristics of various troop types.
- The "Impetus Bonus", which grants an attack bonus to charging Heavy Foot, Armored Foot, and Horsemen, is a good one. It's not actually clear that charging otherwise grants a bonus, unless I'm missing something.
- Man-to-Man Melee and Missile Tables:
- It's clear from the man-to-man melee tables that certain weapon types perform better or worse against different types of armor. This is the basis for the dreaded "weapon type vs. AC" tables in Supplement I: Greyhawk and AD&D. I'm tempted to extrapolate a similar table for OD&D using just this table.
- It should be noted that, according to this table, plate-armoured characters that have fallen over are much easier to kill if you're armed with a dagger, sword, or spear. Go for the eyeslits!
- It should also be noted that, past a certain range, some missile weapons are completely ineffective against heavily armored targets.
- Missile weapon ranges are also given here.