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- Combat
- Initiative
- Called Shots
- Additional Weapons
- Entangling Weapons
- Subdual Attacks
- Firing Missiles Into Melee
- Critical Hits and Fumbles
- Unarmed Combat
- Parrying
- Skills & Abilities
- The Environment
- Magic
Alternative Systems for AD & DTM
Combat #2
Subdual Attacks
Notes: Almost any attack may be declared as Subdual - the attacker is assumed to be using the flat or pommel of a weapon, or simply pulling blows and aiming at non-vital areas.
When damage is caused by a Subdual Attack, half is assumed to be 'real' damage, which heals at the normal rate (see Healing), and half is Subdual damage. For the purposes of causing unconsciousness, the full amount of damage dealt counts, however.
When a Subdued victim does fall unconscious (at 0 HP), they will not bleed and lose further HP. However, an unconscious victim cannot then be struck for additional Subdual damage. All Subdual damage heals of its own accord in 30 minutes or so; unconscious people will wake up then.
Firing Missiles Into Melee
Notes: Because all those involved in a melee are assumed to be actively parrying, dodging and maneuvering, it's dangerous for others to try to hit a target in the melee with a missile weapon. This system tries to take into account the size and numbers of the potential targets and the attacker's own skill.
First determine the sizes of all the creatures involved in the melee, on all sides, except for the intended target. Add the sizes together - Tiny creatures count as 1, Small 2, Medium 4, Large 8, Huge 16, and Gigantic 32. Compare this total with the size value for the intended target as a ratio. The attacker must then equal or beat the number given on the table below in order to attack his intended target. If he fails, roll randomly between all the other combatants to see who's being shot at.
Ratio of Size of Target To Size of Others in Melee
| 5:1 or better | 4:1 | 3:1 | 2:1 | 1:1 | 1:2 | 1:3 | 1:4 | 1:5 or worse |
|---|---|---|---|---|---|---|---|---|
| Intended target | 2+ | 5+ | 8+ | 11+ | 14+ | 17+ | 20+ | Wrong target |
Bonus to the roll: = Column Number for Attacker's Level on Saving Throw table + Missile Bonus for Dex + Specialisation Bonus
- A shot at the wrong target is assumed to attack at THACO 22, with no bonuses for the attacker's abilities.
- Any Fumble while Firing Into Melee automatically attacks and hits an ally.
Example:
Three humans (all Medium size) are involved in a sprawling melee with an Ogre (Large) and six Kobolds (Small). Perhaps foolishly, an ally of the humans decides to let fly with a sling, aiming at the Ogre. Using the above system, the size value for the Ogre is 8, and the total for everyone else in the melee is 24 (3 x 4 for the three humans, 6 x 2 for the Kobolds).
The ratio of target to others is therefore 1:3, so from the table the slinger needs to roll 17 or more before they can then go on to roll to hit the Ogre (he could also add any applicable bonuses, as shown above). If he rolls 16 or less, he'll be in fact aiming at someone else in the fight, and will have to roll to determine who he hits...
Critical Hits And Fumbles
Notes: I'm no fan of the buckets of gore model for criticals and fumbles, á la Rolemaster and the like. While they're (somewhat) realistic, it does tend to mean a drastically increased chance of an unheroic death or disfigurement for players' beloved characters in combat. And yet 'special' combat effects can add colour and breathe a little more life into an otherwise rather flat system. So here are some calmer suggestions:
A Critical Hit takes place on any natural roll of '20' in combat, whereas a Fumble occurs on any natural '1'. If and when they turn up, a further roll of 1d20 on the appropriate table below is required:
Critical Hits
| d20 Roll | Effect |
|---|---|
| 1-7 | Target off-balance, loses 2 AC next round |
| 8-13 | Target drops weapon or loses next attack |
| 14-17 | Target knocked prone (off-balance if too large) |
| 18-20 | Target takes double damage (before bonuses are applied) |
Fumbles (In Melee)
| d20 Roll | Effect |
|---|---|
| 1-2 | Roll to hit ally at THACO 22, otherwise slip and fall* |
| 3-5 | Slip and fall* |
| 6-9 | Weapon flies 2d10ft, or 1d4 damage if natural weapon |
| 10-14 | Weapon drops 1d6ft, or 1d3 subdual damage if natural weapon |
| 15-20 | Attacker goes off-balance, loses 2 AC next round |
*Entangling weapon automatically entangles self.
Fumbles (With Missiles)
| d20 Roll | Effect |
|---|---|
| 1-3 | Roll to hit ally at THACO 22, otherwise slip and fall* |
| 4-7 | Slip and fall* |
| 8-13 | Weapon drops 1d6ft |
| 14-20 | Attacker goes off-balance, loses 2 AC next round |
*Entangling weapon automatically entangles self.
- Any Fumble when firing into melee automatically hits an ally.
- Missile fumbles disallow further shots that round.