Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts

Sunday, September 20, 2015

Some Preliminary Combat House Rules

I've mentioned before that it's my intention to cobble together a version of D&D that is exactly to my liking.  I've done plenty of thinking on the subject, but little concrete work.  Most of my D&D efforts of late have been going towards this blog, and the continuation of my 3rd edition campaign that will be happening ANY DAY NOW.  But I have a few spare moments right now, and some ideas I'd like to hammer out and share with my readers.

So, combat.  If there's one criticism of D&D combat, it's that it can get a little mechanical and repetitive.  A lot of the onus for that falls on the DM and the players, but it's an easy rut to fall into, especially a few hours into a long game session.  I'd like to develop something that makes the basic mechanics of D&D combat a little more dynamic, and takes it away from the endless loop of roll-to-hit/roll-damage.

The first thing I need to do is lay out the kinds of things I want to achieve.  I have three main goals here: create something concrete for critical fumbles, make critical hits a bit more interesting, and introduce the possibility of permanent injury to characters dropped below zero hit points.

The combat system I'm using as the base here is 3rd edition: the attacker rolls 1d20, adds his attack bonus, and that's the Armor Class struck.  It's simple, it works about the same mathematically as earlier editions, and above all it's dead simple to explain to new players.  I have no problem with descending ACs and THAC0, but I've played with countless people who could never figure it out.  In 3rd edition, I've never had to stop in the middle of combat to tell a player what AC he hit, and it's not an aspect of the game that I miss.

Critical Hits
The first thing I want to change from 3rd edition is the expanded critical hit range for certain weapons (i.e. a scimitar doing a critical on a roll of 18-20).  In my game, a critical hit is rolled on a natural 20.  I'm also doing away with the confirmation roll: there's little more disappointing than rolling a 20, then missing on the roll to confirm.  I will have a secondary roll, but it's going to determine some other stuff; once a critical has been hit, a critical it will remain.  (I've never been quite sure of the purpose of the confirmation roll, though I've heard it explained as getting around the problem of monsters that need a 20 to hit always doing a critical.  It's not a problem I particularly care about.)

(I may keep the expanded criticals in if I retain Feats in the game, and use the range in the equipment lists as the maximum amount that the weapon can be expanded to.  If a guy wants to burn two Feats so his scimitar can critical on a roll of 18+, he's more than welcome to do it.)

As far as damage on a critical goes, I prefer rolling extra dice rather than going for a flat multiplier.  I'm torn on whether to apply damage bonuses once, or to each die.  At the moment, I'll keep it conservative: for a standard critical you roll the weapon's damage dice twice, and add your damage bonus after.  And although I said that I was being conservative, I want to add the possibility of infinitely scaling damage: basically, if the dice roll well enough, there's no limit to the total damage that can be dealt.  Player's love doing astronomical amounts of damage, and I happen to enjoy making my players happy.  Besides, the monsters will be doing it as well, and I also love making my players sad.

And now to weapon and armour breakage.  Breaking weapons and armour in D&D is quite rare, and at least in 3rd edition it's something the player has to do in lieu of dealing damage.  I'd like it to happen in the course of regular combat, and to be honest I just like the imagery of a guy blasting through his opponent's shield and smashing the arm behind it.  That's the sort of thing that ought to happen on a critical, and I want to put it in there.  I also want the possibility of a player hitting his opponent so hard that he breaks his own weapon.  I've read accounts of ancient warriors pausing in the middle of battles to straighten their swords with their feet, and while those were bronze weapons, and the PCs will most probably be wielding iron and steel, I want to include something along those lines.

This is where the secondary roll comes in: not to "confirm the critical" as it does in 3rd edition, but to determine if the critical has any secondary effects.  Here's a preliminary table:




















Roll (1d20)Effect
1Your own weapon breaks (if possible)
2You are disadvantaged in the next round
3-15Regular critical
16You deal a debilitating wound
17You damage your opponent's armour (if possible)
18You damage your opponent's shield (if possible)
19You break your opponent's weapon (if possible)
20Add an extra dice of damage, and roll again


Note the multiple times that "if possible" appears.  This is to stop magical weapons being broken by normal ones.  Basically, normal weapons can break or be broken by normal weapons.  A +1 weapon can break any normal weapon, and another +1 weapon, but it can't be broken by a normal weapon.  And so on: a magical weapon can only be broken by a weapon of equal magic, and can only break upon armour of an equal value.  I need to do more thinking about how this system interacts with monsters that use natural weapons and armour, but that's always a problem with D&D rules focused on arms and armour.

Being "disadvantaged" above means that you may have gotten your weapon stuck, or overbalanced yourself.  I would play it as the PC being able to make half the usual number of actions in the next round, and suffering a penalty to hit and AC (perhaps a simple -1, or maybe the Disadvantage rule from 5th edition, which involves the player rolling twice and taking the lesser value.)

A debilitating wound is something that makes it harder for the victim to fight: blood in the eyes perhaps, or an injured leg.  I'd simply play it as a penalty on all actions (-1 to all rolls, or 5e disadvantage as described above).

Damage to armour and shields would probably result in destruction in the case of a shield, and the reduction of AC bonus by 1 in the case of armour.

Critical Fumbles
My players always ask me to describe some misfortune that befalls them when they roll a natural 1 to attack.  3rd edition, at least in the core game, has no system for this, so I usually just toss something out that has no actual effect on gameplay.  I'm going to create a chart, like the one above, to throw in some effects.


Roll (1d20) Effect
1 You break weapon your own weapon (if possible)
2 You drop your weapon
3 You are disadvantaged next round
4 You deal yourself some damage
5 You damage an ally (if possible)
6-20 No effect


There's nothing too startling there, just the usual things that players expect on a fumble.  Being "disadvantaged" here means much the same as it did in the critical hit chart above.  Dealing damage to yourself is a possibility I've included, but I certainly won't have it as a full damage roll from your own weapon, or anything so ridiculous.  It might just be a flat die roll of 1d4, to represent a sprained ankle or something similar.  Damaging an ally is always fun, but I've added the "if possible" stipulation to head off particularly silly instances.  I've also left a substantial range for No effect, because I don't want to be dealing with this stuff every single time someone fumbles.  Sometimes an automatic miss can be penalty enough.

Permanent Wounds
Characters spend a lot of time in D&D being hit with swords, but outside of death they rarely suffer any negative side-effects.  I want to introduce the possibility for a character to receive a permanent injury when reduced to negative hit points.  It won't happen every time: I will probably have it as a percentage chance based on how far below 0 the character went when felled.  If he goes to -1, there's a 5% chance, at -2 a 10% chance, and so on.


Roll (1d20) Effect
1-10 Extra bleeding (character loses 2 hp per round while bleeding)
11-15 Extra bleeding (character loses 3 hp per round while bleeding)
16 Severed hand or foot (75% chance hand, 25% chance foot)
17 Severed limb (25% chance each arm, 25% chance each leg)
18 Broken bone (arm, leg, ribs, cracked skull)
19 Impressive scar
20 Disfiguring scar


You may have gathered that this one is really in the preliminary stages, as I haven't worked out the mechanical effects of severed body parts and broken bones (besides the obvious ones). Receiving an impressive or disfiguring scar will influence how NPCs react to the character in certain situations, and either could be detrimental or beneficial.

One thing I don't want this system to produce, though, is a party of permanently crippled characters. I need to figure out which spells can heal these effects. The extra bleeding effects will be healed by a simple cure light wounds spell, or even by bandaging. A severed hand or foot I would allow to be reattached with a cure serious wounds, provided that said extremity is available to press to the stump. I'd let the same spell fix broken bones. A severed limb I might make more difficult to deal with: maybe cure critical wounds? The scars I would have completely healed by any cure spell; those would only come into effect in the case of natural healing.

Gutting It Out
Finally, I want rules for PCs who just refuse to go down. At the player's option, I will allow any PC to make an attempt to keep fighting by making a Will save of DC 15 + the number of hp below 0 that the character currently has. For example, a character at -1 would have a save DC of 16, and a character at -9 would have a save DC of 24. This save must be made every round, using the character's current hit point total, and as soon as it is failed he will fall unconscious. Once unconscious, no further attempts can be made.

Any character attempting to "gut it out" has to check for the possibility of permanent wounds first. That character will bleed at twice the normal rate: 2 hp/round for most characters, but as much as 4 or 6 per round if they get an extra bleeding result as a permanent wound.

In addition to bleeding faster, there's one obvious danger: a character who is still in the fight has a greater risk of being targeted by opponents. It's one thing to be lying on the ground bleeding, but another thing to be bleeding out while also under attack. I like this rule a lot; it gives players in a desperate situation an extra chance to help their comrades, but at greater risk to their own mortality, and it leaves that choice in the hands of the player.

Wednesday, August 11, 2010

D&D Basic Set part 10

MAGIC WEAPONS: The brief treatment of magic weapons given here in the combat section matches fairly well with the OD&D rules. We'll see if that's still the case when Holmes gets into more depth in the magical items section.

As for magical armour, Holmes is going for the simpler system introduced in Supplement I. In OD&D, the shield's magical bonus only comes into play one-third of the time. In Supplement I, this is changed so that the bonuses always work together. Holmes has gone with the latter, and in the interests of simplicity I'm happy.

COMBAT ROUNDS, TIME AND MOVEMENT IN MELEE: The big change here is that a combat round is now 10 seconds instead of 1 minute. I'm not sure why Holmes bothered, to be honest, but it does head off the inevitable questions about why characters only get one attack per minute from those who can't wrap their heads around the abstraction. The biggest change this makes is that now characters and monsters can't move as far per round as they could before. Otherwise it has very little effect mechanically, unless you want to take spell durations and the like into account.

The next few sentences are the one bit where Holmes loses me completely. Dagger-wielders here are given the ability to attack twice per round, while those wielding heavy weapons like two-handed swords can only attack every other round. And yet, every weapon deals 1d6 damage. There's a wonky rule if ever I've seen one, and it's been duly noted by every other blogger that's ever analysed Holmes. It's probably an attempt to duplicate a similar rule from the Man-to-Man combat rules in Chainmail, but those rules factored in weapon type vs. armour. This one doesn't, and so it's majorly flawed. I'd be inclined to house-rule it, but given the strictures of my campaign I have to include this ridiculous design.

So here's what I'm thinking. As I've mentioned earlier, the transition in my campaign from OD&D with supplements to Holmes Basic is being handled by a change of leadership within the Adventurers' Guild, and the back-to-basics ethos that came with it. But looking at the above rule, there's a certain type of character class that benefits here. One that primarily uses small weapons in melee. That is, of course, the Thief. So I'm thinking that maybe the new guild leadership is under the thumb of the Thieves' Guild, who are changing the regular training to benefit themselves. About the time the players hit 3rd level this manipulation could be exposed, and that's when the leadership gets overthrown and the AD&D rules start to filter in.

WHO GETS THE FIRST BLOW?: Basically, in Holmes D&D the guy with the highest Dexterity goes first in melee. Again, it's a big advantage to Thieves, isn't it? The system from Chainmail that factored in weapon lengths and speeds was much better than this rule, which I guess was extrapolated from a line in OD&D about Dexterity influencing initiative. There's also a problem in that you need a Dexterity score for everybody for this rule to work, but there are none provided in the monster descriptions. It's easy enough to roll on the spot, or just to assume that most monsters have a Dexterity of 10, but it's still an oversight.

THE PARRY: There were rules for parrying in Chainmail, but Holmes hasn't gone with those. His rules are simpler, just granting the defender a bonus to AC in exchange for forgoing his next attack. And if the attacker rolls exactly the number needed to hit, he breaks the defender's weapon.

MELEE RESOLUTION - CONQUER, WITHDRAW, SURRENDER OR DIE!: That's the best sub-heading in the book, without a doubt. But the section doesn't live up to the hype, simply providing some cursory rules for retreat and surrender.

COMBAT EXAMPLE: The first combat example details a simple exchange of blows between a big goblin and "Bruno the Battler". All it shows is how to do regular attack rolls and damage, but it does provide me with an NPC to have hanging around the Adventurers' Guild. Bruno is presumably a fighter, and we learn that he has a Dexterity of 13, wields a sword, and wears chain mail and a shield. He also has 6 hit points, which probably makes him first level.

SECOND COMBAT EXAMPLE: The second example has a whole adventuring party having a random encounter with six giant spiders. The adventuring party is made up of the aforementioned Bruno, Malchor the Magic-User (who has previously appeared in the book), Mogo the Mighty (presumably another Fighter), and Clarissa the Cleric, among unnamed others. The adventurers take out the spiders, but poor old Bruno is killed by a poisonous bite. Alas, I must scratch him from my list of active NPCs. His surviving comrades will talk about him should they meet the PCs, though.

As for them, we learn the following. Malchor can cast the Sleep spell. It looks like Bruno and Mogo were both armed with bows. Mogo has a Dexterity of 9, wields a sword, wears chainmail, and has but 3 hit points. Clarissa has a Dexterity of 6 and wields a mace.

It's interesting to note that in this example Holmes does suggest rolling Dexterity for monsters on the spot, so at least that little discrepancy is dealt with. But I'm still wondering, why did Mogo and the spider have two attacks each after Bruno's death? Or was it simply a short way to describe the passage of two rounds?

The comments at the end state that readied spells go off first, followed by missile fire, then melee. And that's as much as we get on initiative, folks.

Monday, August 02, 2010

D&D Basic Set part 9

Melee Combat: Combat in Holmes is much the same as all forms of old-school D&D; roll 1d20, look on a chart to see what Armor Class you hit, and roll damage if you landed a blow. All melee damage for weapons is rolled using 1d6, which is a throwback to OD&D. The variable damage by weapon type that was introduced in Supplement I is mentioned briefly as an option in advanced play. Monsters still get their variable damage, though. Sometimes it’s good to be the DM.

The charts used for combat are described by Holmes as ‘extremely complicated’, which is pretty laughable if you’ve ever taken a look at stuff like Rolemaster. The chart is otherwise the same for PCs here as it was in OD&D. The biggest change is for Normal Men. In OD&D they fought as 1st level fighters, but now they are slightly worse than that. The chart for monsters attacking is also much the same as in OD&D, except that the hit dice categories are very slightly tweaked.

Armor class is briefly discussed and expanded upon. Although each number from 9 to 2 is assigned a specific armor type, in general this only applies to humans and humanoids. The various non-human creatures are assigned a number based on the toughness of their hide, their size, and their speed, with armor type not really being a factor. Mechanically it doesn’t mean anything, but it’s the first time AC gets talked about in this way.

Poisoned Weapons: I’m not entirely certain what the rules here mean. Anyone hit by a poison attack must ‘make his saving throw against poison or paralysis and also take the number of damage points indicated by the die roll’. So what happens to a character who fails his save? I assume a failed save vs. poison means death, and the rule about taking damage just refers to the monster’s standard attack damage.

Fire: We gets some new rules for setting oil on fire, as well as the use of flaming oil as a weapon. The siege rules for Chainmail had previously discussed burning enemies with oil, and they were also updated for Swords & Spells. In OD&D, burning oil is briefly mentioned as a way to deter pursuers. But here it’s full-on Molotov cocktail time, with the oil dealing a massive 1d8 on the first round and 2d8 on the second. When you consider that every weapon deals only 1d6, that’s huge. Attacking with oil ignores Armor Class as well, using only Dexterity and size to determine how difficult the target is to hit. Honestly, flaming oil is easily the deadliest option available to characters in the Holmes rulebook.

Wraiths and spectres are immune to burning oil, as are all fire-wielding monsters. Wights and mummies take half damage, and I have to say that the last one surprises me. I’ve played a bunch of D&D inspired games in which mummies are extra-susceptible to fire, so it’s kind of weird to see the opposite in effect here.

Holy Water: This item could be purchased in OD&D, but there were no mechanical benefits described in those rules. Presumably it was up to the referee to house rule it based on general vampire lore. Here holy water is given the same effect on undead that burning oil has on other creatures.

Missile Fire: Ranges are given for the various missile weapons that mostly match up with those in Chainmail. The range of the javelin has been extended from 60 feet to 80 feet, and slings have been given a range whereas previously they had not been dealt with. The same bonuses and penalties still apply to firing at short and long ranges. The ranges are converted to yards when outdoors, as weapons may be fired further (this is straight out of Chainmail). Long range fire (as well as slings) is also pretty much unusable in dungeons, unless the roof is high enough.

Cover: Characters behind cover are harder to hit with missile fire. The rules also expressly forbid characters firing into melee. Way to dodge the question, Holmes!