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 <<O>>  Difference Topic ADnDCombatRuleBook (r1.6 - 11 Jan 2003 - PumaN)
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Weapons Many polearms are assigned a range, much like missile weapons. A polearm with a range of 2 can strike enemies standing in the character's front square or any adjacent square beyond the row of front squares.

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Weapons - Many polearms are assigned a range, much like missile weapons. A polearm with a range of 2 can strike enemies standing in the character's front square or any adjacent square beyond the row of front squares.

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melee attacks through an occupied square to another square unless as part of a spear or pike hedge (see Chapter Two).

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melee attacks through an occupied square to another square unless as part of a spear or pike hedge.

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Missile Scale Some battles may open in missile scale,

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Missile Scale - Some battles may open in missile scale,

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Most characters and monsters can only make one effective attack in this time; the rest of the swings are feints, parries, or just for show. Higher-level characters with multiple attacks are able to make more of these swings count. Parries are followed up with ripostes. Feints suddenly become attacks when an opening presents itself. With time and practice, a skillful swordsman can make every swing of his sword a potentially lethal attack.

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Most characters and monsters can only make one effective attack per round; the rest of the swings are feints, parries, or just for show. Higher-level characters with multiple attacks are able to make more of these swings count. Parries are followed up with ripostes. Feints suddenly become attacks when an opening presents itself. With time and practice, a skillful swordsman can make every swing of his sword a potentially lethal attack.

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Combat Status

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Combat Status -

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threatening is also important because it determines who is subject to what are known as attacks of opportunity (see below).

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threatening is also important because it determines who is subject to what are known as attacks of opportunity.

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Respond with unarmed combat. Attack the grappling creature with a size S weapon. Attempt to escape. Each grappling method defines a means of escape. Grappling figures never threaten other squares.

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  • Respond with unarmed combat.
  • Attack the grappling creature with a size S weapon.
  • Attempt to escape. Each grappling method defines a means of escape.
  • Grappling figures never threaten other squares.
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?? Determine the character's base movement rate from his character race; ?? Adjust the base movement rate for exceptional ability scores; ?? Modify the character's movement due to his encumbrance.

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  • Determine the character's base movement rate from his character race;
  • Adjust the base movement rate for exceptional ability scores;
  • Modify the character's movement due to his encumbrance.
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There are situations in which one side may have to make a surprise check but their opponents don't, for example, an ambush or a nighttime encounter with enemies carrying bright lights. The surprisers get a free round of attacks, movement, or spells against the surprised members of the other group.

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There are situations in which one side may have to make a surprise check but their opponents don't, for example, an ambush or a nighttime encounter with enemies carrying bright lights. The surprisers get a free round of attacks, movement, or spells against the surprised members of the other group.

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Step One: Monster Action Determination Step Two: PC Action Declaration Step Three: Initiative Step Four: Resolution of Actions Step Five: End-of-Round Resolution

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  1. Monster Action Determination
  2. PC Action Declaration
  3. Initiative
  4. Resolution of Actions
  5. End-of-Round Resolution
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Fatigue is a measure of the character's endurance over a prolonged combat. At the end of each round, the character checks to see if the combat has lasted long enough for him to become fatigued or exhausted. Retreats occur when a figure is forced to fall back by the press of the fight. This can have the effect of breaking up an enemy line or forcing the retreating character over a cliff, into quicksand, and so on. The DM makes morale checks for the monsters, if appropriate. Most creatures don't care to carry a losing battle to their own deaths and will try to break off the fight if things aren't going their way. Last but not least, characters who are suffering from spell effects, poison, or special critical hits suffer damage or fight off the effect. The exact procedure is determined by the type of condition the character is suffering from.

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Fatigue is a measure of the character's endurance over a prolonged combat. At the end of each round, the character checks to see if the combat has lasted long enough for him to become fatigued or exhausted.
Retreats occur when a figure is forced to fall back by the press of the fight. This can have the effect of breaking up an enemy line or forcing the retreating character over a cliff, into quicksand, and so on.
The DM makes morale checks for the monsters, if appropriate. Most creatures don't care to carry a losing battle to their own deaths and will try to break off the fight if things aren't going their way.
Last but not least, characters who are suffering from spell effects, poison, or special critical hits suffer damage or fight off the effect. The exact procedure is determined by the type of condition the character is suffering from.

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Combat actions are basic strategies that a character can follow in a round of combat. Does Argath the Brave stand his ground and wait for the orcs to come to him, or does he charge rashly into the center of their line? Does Rowan the Mage cast a spell or spend her round moving to a better vantage point? You decide when you select your character's combat action for that round. There are several factors involved in choosing a combat action. It is dangerous to do anything but attack or parry when your character is threatened by an adjacent opponent. It's downright useless to declare a charge when your character is grappled by a giant constrictor snake.

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Combat actions are basic strategies that a character can follow in a round of combat. Does Argath the Brave stand his ground and wait for the orcs to come to him, or does he charge rashly into the center of their line? Does Rowan the Mage cast a spell or spend her round moving to a better vantage point? You decide when you select your character's combat action for that round. There are several factors involved in choosing a combat action. It is dangerous to do anything but attack or parry when your character is threatened by an adjacent opponent. It's downright useless to declare a charge when your character is grappled by a giant constrictor snake.

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Chapter Four: Weapon Specialization & Mastery

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Chapter Four: Weapon Specialization & Mastery

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Chapter Five: Unarmed Combat

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Chapter Five: Unarmed Combat

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Chapter Six: Critical Hits

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Chapter Six: Critical Hits


Topic ADnDCombatRuleBook . { View | Diffs | r1.7 | > | r1.6 | > | r1.5 | More }
Revision r1.5 - 11 Jan 2003 - 04:33 GMT - FantoM
Revision r1.6 - 11 Jan 2003 - 05:19 GMT - PumaN
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