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- Critical Hits and Fumbles
- Unarmed Combat
- Parrying
- Skills & Abilities
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Alternative Systems for AD & DTM
Combat #3
Unarmed Combat
Notes: Again, without wanting to get bogged down in complex and atmosphere-destroying rules, I feel that it's useful to have a believable system for various kinds of Unarmed Combat. I also wanted to be able to simulate the fact that a man using only his fists is probably in big trouble if his opponent has a sword - see Defending Against Unarmed Combat, below.
Punching
Roll to Hit as usual (although see below for notes on defending against punches, etc.). A normal punch does 1d2 + Str Bonus Subdual Damage. Using a mailed gauntlet, a fistful of coins, or the like gives +1 damage and makes the damage standard (non-Subdual). Using the pommel of a dagger, etc, does 1d2+2 standard damage.
If the target is the same size or smaller than the attacker, any roll to hit 4 or more over the required number has a 5% chance per point of damage caused of Stunning the target. A Stunned target will attack at -4 To Hit and loses 2 AC for 1d2 rounds.
Wrestling
Roll to Hit as if attacking vs AC10, with defender's Dex Bonus to AC, etc, included (and see below for notes on defending against wrestling, etc.). A successful hit inflicts 1pt + Str Bonus Subdual Damage.
Any roll to hit 4 or more over the required number is a hold; the damage may be automatically applied every turn from then on, until the hold is broken. Holds are broken with an opposed Str vs. Str roll between the two opponents each round; the defender will get a -1 cumulative penalty for each round after the first that the hold is maintained. Note that if the defender has natural weapons, they may instead make a Dex roll - if they succeed, they can use their natural attacks on the person who has them in a hold.
Overbearing
Overbearing always takes place at the end of a combat round, and several creatures may combine their efforts against one target. Roll to Hit as if attacking vs AC10, with defender's Dex Bonus to AC, etc, included, and also the following modifiers:
- For each Size level difference (total the sizes from here) ± 4.
- Each M shield ±1 (+ attacker's / - defender's), each L shield ±2.
- Attackers Charge +2.
- Defender with more than two legs -2 each extra leg over two.
A success on the To Hit roll knocks the defender to the ground; the attacker(s) will fall too, unless the To Hit roll succeeded by 4 or more.
Defending Against Unarmed Combat
Any attack with a ready weapon against a target using Unarmed Combat that round is at +2 To Hit and +4 damage. Punches and attempts to Wrestle an armed defender always act after the defender has made their attack. If the weapon is Medium sized or larger, a successful hit will disallow the attempt to Punch or Wrestle that round.
Parrying
Notes: Everyone can be assumed to be trying to avoid injury when appropriate in a round, but here's a system for use when combatants want to make that extra effort not to be hit. Note that these rules can make high-level warriors very hard to hurt; no bad thing in my opinion, but it may require tweaking if it gets to be a problem.
Any specified attempt to parry takes up an attack - for most non-warriors, this will mean they do not get to make an attack that round. A parry may be declared at any time when the defender has an attack to spare and before their opponent has made their To Hit roll. The result is a bonus to the Defender's AC equal to:
Column Number for Defender's Level on Saving Throw table + Specialisation To Hit bonus + Magic Weapon bonus
A weapon or shield in a defender's off-hand can be used to parry, but this will impose a -3 To Hit on other attacks made by the defender that round. If using a polearm, parries may be made on behalf of other people, as long as they're within reach.