Expectations

Updated: 211230

AD&D has been around a long time. To its benefit (and detriment), AD&D can be played in myriad ways. I created a set of up-front ground rules to define my expectations for new players in the groups I GM. That way we can get the expectations out of the way before everyone starts to play.

There is one simple rule to D&D, above all rules, that is edition independent: you are there to create a fun experience for everyone (including the DM, which seems too often be forgotten).

I. COOPERATION

As a player, your first role-playing obligation is to imagine a character who can cooperate with rest of the party to achieve the common goals of the game.

I view AD&D ™ as a group cooperative effort. Characters can have different goals, and characters can disagree, but as a general rule characters should be working together. Evil and particularly random or disruptive characters are disallowed. If members of the party cannot get along, I would expect one or more of the characters to leave the party (just like they would if they were real people, i.e. role-playing).

Equally, players should get along and work together in a cooperative fashion. Players who cannot get along will ALL be asked to leave (i.e., if players A & B argue constantly and in general hinder play, BOTH will be asked to leave). We are all friends here (and have all been to kindergarten).

II. STARTING OUT

Each player should pick a race and class they would like to play, as well as a secondary character (a spare if you will). I want everyone to be playing what they want, not what they feel they have to play, and will make every effort to let everyone play what they desire (within the rules), whether it’s a party of all thieves, all mages, or one of everything.

At some point after that, the players (individually or as a group) and the DM will have to get together to create basic character stats for their primary and secondary characters. One psionic check will be made (by the DM) at the session where characters are finalized. Players will later submit their primary characters with personality and loose motivation for adventuring before the initial gaming session; this will include a copy of the character sheet. One of the player responsibilities is to keep the DM’s copy of their character sheet up-to-date.

Players will be provided with a brief description of the country they are adventuring in, as well as a description of their home city, and an introduction to meeting with the other players. I will come up with a cohesive reason for this group to be together, and players will be filled in individually on any minor personal motivations.

All of these steps shall be repeated in the unfortunate circumstance that a character must be replaced (temporarily or permanently); thought and effort put into the secondary character will likely not be in vain.

III. PERSONALITY

Nope, not you; personality for your character. Each player should create a brief personal history for their character, as well as a list of character traits. There is a list of suggested character traits for NPC characters at the back of the DMG if you’re looking for ideas.

I hope for a majority of the conversation to be in 1st person to help foster role-playing. This means that general comments will be interpreted as character comments.  It’d be great if everyone could preface their actions with “I will …”, and their comments to the DM with “Can I …” or “What does …” to help tell comments apart. Everything else would then be things said by the character. Role-playing is encouraged.

VI. CHARACTER NECESSITIES

Over the years I’ve noticed a number of things that slow down or hinder playing characters:

A. Character sheets

We use a default character sheet. Regardless of edits, each character sheet should have:

  • A neat and orderly format
  • A complete list of the class/race skills and talents
  • A list of skills with required rolls (including thieving abilities and Turn Undead Table)
  • A list of to hit/damage modifiers with THAC0
  • Weapon damage and speed next to the weapon, and range if req.
  • Number of spells able to cast each day for each spell level
  • Equipment (including location)
  • Current encumbrance

B. Mages

Mages are perhaps the most demanding characters in the game as far as player and DM knowledge goes, and they frequently slow down game play (“Hmm, what EXACTLY does that spell do *flip* *flip* *flip*, hmm.”).  Each mage should maintain a “spellbook” on 3×5 cards, with one spell per card, in essentially the same format as the PHB:

Spell Level: Spell Name
Range                                                  Duration
Casting Time                                       Saving throw and modifiers
Area of Effect                                      Unusual Spell Component
Brief complete spell description.

When the mage want to cast a spell, they can hand the card to the DM. This way: a) the DM doesn’t have to look it up, b) the player won’t have to look it up, c) everyone else does not know what you are casting (which has its own pluses and minuses).

We have a Microsoft Access database of all of the spells that can be used to print out 3×5 cards. Those entries include the DMG notes and any associated house rules. [Updated: From a player suggestion, I printed out the entire DB-worth as a PDF, so players can just print pages from the PDF]

C. Miniatures

Not using miniatures can lead to confusion, especially in combat. Miniatures greatly facilitate game play, and we’ll be using them. Everyone should have some sort of representation for their character, even if it’s an odd-colored die. Go to a hobby store and purchase an unpainted miniature of your character (or something close) for a couple of dollars. Although painting is best, even unpainted helps everyone distinguish who’s who on the board.

D. Log Book

It would be swell if each character kept a complete log of everything that happened.  I realize that this is unrealistic. However, each character keeping notes on what’s happened is a Good Idea ™. Because sessions are generally separated by several weeks, this should facilitate remembering what happened last time, as well as allowing you to look back and go, “What about what that shop keeper obscurely mentioned four weeks ago?”

V. INPUT

The quality of the game is based on both the DM and the players, and their mutual agreement on exactly what the game is and should be. Frequently either the DM or player(s) is/are unhappy, but no one knows they’re unhappy. There’s only one way to change this—feedback.

All players are requested to submit at least one positive and one constructive comment after each gaming session. Please try to make negative comments as constructive as possible; for example, “I really hated ‘X’. It would have been much better if you had done ‘Y’.” Comments earn experience points.

Additionally, I am looking forward to character development. Include with your comments a brief note along the lines of what has your character gained?  What has he/she lost? Just something about how the character was affected.

These are hoped for within one week from when we play. I prefer not verbal, and off-list. Written comments allow me to track comments better, and people are more candid when not face-to-face. Written comments after the session are okay, but I prefer people have time to ruminate.

VI. PUNCTUALITY

People are taking time from their busy schedules to play. It’s a matter of politeness and respect that if everyone agrees to be at a certain place at a certain time, that _everyone_ be there; otherwise the punctual ones have to sit around and wait. I plan to actually start game play within 15-30 minutes after START_TIME. This means you should arrive on time at START_TIME. The 15-30 minutes can be used for the inevitable organization of characters and books, and the inevitable “How are you doing” etc., catching each other up on current events, and updating the DM’s copy of their character sheet, so that play can begin promptly.

This type of delay occurs each time someone arrives. If everyone shows up on time, it will only happen once, instead of starting play an hour late (15 minutes for each person arriving late staggered over an hour—I’ve seen it happen). XP awards are tied to attendance. If you do show up late, try to fit yourself smoothly into game-play with minimal disruption.

If you plan on ordering food, please schedule accordingly and try to avoid disrupting play. If it helps to arrive early, that’s fine with me (just let me know).

VII. ABSENCES

I put a significant effort into game preparation, scheduling a good chunk of time for preparation in addition to play. I also try to maintain a consistent long-range schedule, so that people can plan. I expect people to show up consistently as well as on time. It is a real pain to catch up after one missed game, two is even more of a nuisance. Equally, gaming becomes a real disappointment when I expect everyone to be there, and then 90% of the players cancel at the last minute.

When a session gets canceled last minute, I (and other players) end up not being able to do things we otherwise would have enjoyed. Last-minute cancellations are aggravating to everyone; please provide notification in a timely manner when possible.

Anyone missing gaming sessions on a regular basis will be asked to leave the group. Unavoidable events just should not happen on a regular basis, when we have planned everything such that gaming should be on the schedule months in advance. Please provide at least a week’s advance notice for life’s events.

IX. Snacks.

It occurs to me that it’d be nice if everyone could make an effort to bring some snacks for the group, thereby not making that task routinely fall on a few individuals. The task of supplying food/drinks doesn’t fall on the GM.

Mostly Dead

Last updated: 200809…210729

A common interpretation from the DMG is that a creature brought to -4 hit points from a single blow is dead. A careful examination shows that interpretation incorrect.

When a character reaches 0 hit points, they’re dead. It’s in the PHB, p. 34: “These hit points represent how much damage (actual or potential) the character can withstand before being killed.” and p. 105: “Damage is meted out in hit points. If any creature reaches 0 or negative hit points, it is dead.” That same page also says “A typical man-at-arms can take about 5 hit points of damage before being killed.” In the DMG Examples, Arlanni, with 8 hit points, takes 10 points of damage and dies. Balto, with 2 hit points left, takes 5 hit points of damage, and dies. From the dragon entry in the MM p. 30, “Saving throws indicate that each takes 44, 88, and 44  hit points damage respectively. All three [L4 Fighter/L6 MU, L7 Fighter, L9 Thief] char and die.”

Yet the DMG Glossary defines Hit Points as “The number of points of damage a creature can sustain before death (or optionally, coma), reflecting the creature’s physical endurance, fighting experience, skill, or luck” and Death as “when a creature’s hit points reach 0 (or optionally, –10).” Yet the extended DMG section “Zero Hit Points” —with 0 hit points resulting in unconsciousness—isn’t listed as optional (only a subsection within). Wait?!? Death isn’t at 0 hit points?

AD&D lore points:

  • The PHB was released before the DMG; rules from the DMG override the PHB (and the MM, published earlier still).
  • The PHB occasionally tells the players things that aren’t quite right (in the early world of AD&D where the players weren’t expected to also know/have memorized the DMG).
  • The examples in the DMG almost always contradict the actual rules as written. Very helpful.
  • The DMG Glossary was developed prior to the rest of the publication; entries are often inconsistent with the actual rules, e.g., holy water vs poison, “N-PC”, list combat.

 

The DMG defines that a creature doesn’t die at 0 hit points. Instead, they lose consciousness upon reaching 0 HP (entering a coma), and die upon reaching –10.

The concept of negative hit points was introduced early on with the Boar and Bear in the MM:

  • Wild Boar: The boar will fight for 2-5 melee rounds after reaching 0 to –6 hit points but dies immediately at –7 or greater damage.
  • Giant Boar: will fight for 1-4 melee rounds after reaching 0 to –10 hit points but die immediately upon reaching –11 or more hit points.
  • Warthog: will continue to fight for 1-2 melee rounds after reaching 0 to –5 hit points but at –6 or greater damage dies immediately.
  • The brown and cave bears will continue to fight for 1-4 melee rounds after reaching 0 to –8 hit points. At –9 or greater damage, they are killed immediately.

In those early cases, specific creatures function at negative hit points, instantly dying only upon reaching a specific negative threshold. Per the DMG, other creatures fall unconscious at 0 hit points, and die at –10 hit points. For later examples, UA further extends the ability to function under negative hit points to the Cavalier, although limited to “rest, bind wounds and seek further healing”. The Tarrasque is the MM2 late addition, slain only if reduced to -30 or fewer hit points (and a wish for its death).

Zero Hit Points

That brings us to the section in the DMG labeled “Zero Hit Points”. If you’re in the camp that 0 hit points equal dead, then you’re done right there. This section—not labeled as optional—discusses how, in 1e AD&D, 0 hit points does not equate to death.

Introducing death at –10 hit points (characters more specifically) reduces PC mortality. In the vast majority of cases, PCs have a few rounds when other party members can bind their wounds and prevent their death. For low-level characters, this is (quite literally) a life-saver.

The “Zero Hit Points” section covers four key points:

  1. When any creature is brought to 0 hit points it is unconscious.
  2. In each of the next succeeding rounds 1 additional (negative) point will be lost until –10 is reached and the creature dies.
  3. Any character brought to 0 (or fewer) hit points and then revived will remain in a coma (e.g., still unconscious) for 1-6 turns.
  4. If any creature reaches a state of –6 or greater negative points before being revived, this could indicate scarring or the loss of some member.

All well and good, except for two key problems:

Problem 1:

(a) doesn’t specify the outcome if a creature is damaged (“brought to”) less than 0 from damage. (a) could be interpreted as either:

  • “When a creature is brought to 0 hit points it is only unconscious” (so a creature brought to –1 HP from a blow is dead).

OR

  • “When a creature is brought to 0 hit points or lower it is unconscious” (e.g., a creature brought to –1 HP from a blow is unconscious).

We can resolve (a) directly from the Glossary: Death as “when a creature’s hit points reach 0 (or optionally, –10). If 0 isn’t death, 0 to –9 is unconscious, and –10 is death. (c) also points out that characters brought to 0 or fewer hit points can be revived (so clearly not quite dead). UA’s Death’s Door spell works against unconscious creatures at –1 to –9 HP.

A creature at 0 to –9 HP is unconscious, no matter how they got there.

Problem 2:

(a) more completely includes: “… 0 hit points (optionally as low as –3 hit points if from the same blow which brought the total to 0) it is unconscious”—a lot more complicated! There are several ways to parse this optional section:

  • If you mistakenly treated (a) as “only 0 hit points” you might read the optional section as (a) as, “When any creature is brought as low as –3 hit points in a single blow the creature is unconscious, otherwise it’s dead” (inferring a blow decreasing hit points to –4 or worse means death).

BUT (more accurately), the optional section of (a) can be read as

  • “When any creature is brought as low as –3 hit points from a single blow, it is unconscious. Otherwise they’re conscious until they reach –3 hit points” (e.g., for an injury resulting in 0 hit points they could be conscious for 2 more rounds before reaching –3 and passing out), providing time to bind their own wounds.

There is the UA cavalier text: “unlike members of other classes … When a negative number of hit points is reached, the cavalier does not become unconscious”. The direct implication is that other classes do become unconscious at negative hit points, consistent when not considering the optional -3 HP rule.

If –4 hit points meant death, the Cavalier text would read, “When a negative number of hit points is reached, the cavalier does not die, but cannot further attack and must rest, bind wound, and seek further healing.”  Dragon magazine #148 revises the cavalier, and in doing so defines negative hit points for other classes: “Ability to function at negative hit points: This is another idea that is hard to justify. Cavaliers will be unconscious at 0 to –9 hp and dead at –10 hp, as with other classes.”

Despite the fact that -3 defines (optionally) when unconsciousness occurs, not when death occurs, there’s the persistent argument that a single blow taking a PC to –4 kills them. Does how you reach –4 hit points matter? If a creature reaches –4 HP from a single blow, is the creature dead at –4 instead of a creature which reaches –4 hit points by bleeding at –1 HP / round?

There are a number of ways to reach negative hit points: a) a blow causing more damage than the creature has hit points (taking the creature directly to negative hit points), b) a blow resulting in 0 hit points, and losing 1 HP per round, c) Pummeling can bring a PC to 0, and then more damage can be inflicted extending the duration of unconsciousness. With THREE different ways a PC can reach negative hit points, which makes more sense: That –4 hit points is sometimes dead, and sometimes not? Or that –10 (or lower) is dead (as supported in the Glossary and in the section entitled “Zero Hit Points”)—all other negative states are unconscious.

Are there further references on damage that could help support that definition?

  • DMG: When any creature is brought to 0 hit points
  • DMG: Any character brought to 0 (or fewer) hit points and then revived will remain in a coma for 1 -6 turns.
  • DMG: If any creature reaches a state of –6 or greater negative points
  • DMG: [Death] occurs when a creature’s hit points reach 0 (or optionally, –10).

“Brought” is used to denote damage inflicted (how else does one get to 0 HP?). “Reach” is used to denote both damage inflicted or bleeding out.  “Brought” and “reaches” interwoven indicates that the two words are used as synonyms, with no distinction between losing hit points from a physical injury, and losing hit points from bleeding out after 0 HP. Creatures are brought to 0 HP (from damage) and those with 0 (or fewer) HP can be returned to consciousness.

A creature can be brought to –4 by whatever path, and still be alive. That makes far more sense than PCs can be at –4 and might or might not be dead depending. “reaching” and “brought to” are used interchangeably for damage received, or damage bleeding out. So a creature can reach –6 HP either way, and be scarred. With a mighty enough blow for 16 points of damage, a creature with 10 hit points is brought to –6 HP, falls unconscious, has 4 rounds to live, and will be scarred.

It’s clear from inconsistencies in the text that the introduction of negative hit points was implemented part way through the writing of the DMG, and then not fully edited back into the text. But the conclusion is:

“Creatures are unconscious when at 0 (or lower) hit points. Optionally, unconsciousness doesn’t start until –3, potentially providing the creature wounded to 0, –1, or –2 a round or so to bind their own wounds. Creatures lose 1 hit point per round when they have 0 to –9 hit points. That loss will cease upon receiving aid for a round. Creatures die when they reach –10 hit points.”

That’s also consistent with the Cavalier class, which functions at negative hit points of –4 to –13 (depending on starting hit points). Normally all creatures lose consciousness at 0 HP. Optionally all creatures lose consciousness at –3. Cavaliers lose consciousness at the negative of their starting hit points, and won’t die until up to potentially –13.

 

Unconsciousness can occur to a PC with greater than 0 HP as well. Weaponless combat can knock a PC unconscious. Being stunned while already stunned will cause a PC to lose consciousness (UA). Other game effects (e.g., sleeping gas) can also cause unconsciousness, regardless of hit points. However, ongoing hit point loss only occurs at 0 hit points or below.

Once the character is unconscious, what’s next? Well, a friend (or foe) could bind their wounds, preventing further loss of hit points should their HP be negative. A foe could also strike again. An unconscious creature is beyond Stunned, Prone, or Motionless:

Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker IS subject to enemy actions, then these opponents are automatically struck by any attack to which they would normally be subject, and the maximum damage possible according to the weapon type is inflicted each time such an opponent is so attacked. The number of attacks or attack routines possible against such an opponent is twice the number normally allowed in a round.

In other words, if their opponent is in melee, an unconscious creature can automatically be dealt 2× maximum damage.

Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round.

The text for pummel also supports automatic death for those unconscious: “An unconscious opponent can be trussed or slain in 1 round.” If not in melee, an unconscious creature can be automatically slain or tied up (assuming such tools are available). Or, of course, just left to die within the next 10 rounds.

But at least when unconscious, a Phantasmal Killer can do no harm.

Encounters to Excel

For extended journeys in non-standard environments I’ve created two Excel spreadsheets that might be use to others.

One spreadsheet generates a random list of Ethereal encounters (based on Oops I’m Ethereal) for the duration of an Ethereal journey. Note that if the results are for 1,000 hours of Ethereal journey, esp. with some unfortunate Ethereal cyclones, the journey could be long and encounter-filled. It also defaults to 500 checks; for a shorter journey, if the remaining hours reaches zero, the rest of the results should not be included!

The other spreadsheet creates random weather for an extended sea journey, using  the data from my Nautical Adventuring article (adjusted for the Sea of Dread, and (mostly) using the Greyhawk weather tables).

Selecting SHIFT+F9 will re-randomize the table(s). You’ll want to copy the table and paste it to another tab  As Values to review. Otherwise each time you change something it will randomize again.

Ethereal Encounters.xlsx

Sea Weather.xlsx

What are the Odds? (Surprise)

210804..251212
surpriseodds@corwyn.net

When considering the relative power of thieves and assassins with Surprise, I realized I didn’t have a solid grasp of the probabilities surrounding the number of segments of Surprise. It’s made more complicated because it’s also possible the PC is surprised, reducing the number of segments they can act. Or, worse yet, the thief or assassin could end up being on the wrong end of the Surprise stick!

Since I’m considering at the efficacy of the thief backstab (or assassin assassination), the below calculations assume the attacker has the standard chance of being surprised (2 in d6), and could increase the chance of Surprise by either being hidden (3 in d6), silent (3 in d6), or hidden and silent (4 in d6).

If the PC has 2 in d6 chance of Surprise

Odds of being Surprised 1 segment:  5 in 36 (13.8%)
Odds of being Surprised 2 segments: 4 in 36 (11.1%)

Odds of 1 segment of Surprise: 5 in 36 (13.8%)
Odds of 2 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)
Neither surprised: 50%.

If the PC has 3 in d6 chance of Surprise (successfully hidden or silent)

Odds of being Surprised 1 segment: 4 in 36 (11.1%)
Odds of being Surprised 2 segments: 3 in 36 (8.3%)

Odds of 1 segment of Surprise: 6 in 36 (16.7%)
Odds of 2 segments of Surprise (Complete Surprise): 5 in 36 (13.8%)
Odds of 3 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)Neither Surprised: 33%

If the PC has 4 in d6 odds of Surprise (successfully hidden and silent)

Odds of being Surprised 1 segment: 3 in 36 (8.3%)
Odds of being Surprised 2 segments: 2 in 36 (5.6%)

Odds of 1 segment of Surprise: 6 in 36 (16.7%)
Odds of 2 segments of Surprise (Complete Surprise): 6 in 36 (16.7%)
Odds of 3 segments of Surprise (Complete Surprise): 5 in 36 (13.8%)
Odds of 4 segments of Surprise (Complete Surprise): 4 in 36 (11.1%)
Neither Surprised: 27.8%

 

Now, all of these odds for ≥ 2 segments of Surprise assume that the PC is magically silent and/or hidden. This is where the elven thief or elven assassin shines, with their built-in 4 in d6 Surprise. Of course, they have to be 90′ from the party and not in metal armor, which can be a problem when things go wrong.

If the PC is required to make Move Silently or Hide in Shadows rolls, their odds of surprising the opponent decrease significantly. Both Hide in Shadows and Move Silently have terrible odds, even for moderately high-level PCs. A 7th level thief (9th level assassin) has only a 55% chance of Move Silently, with a corresponding 43% chance of Hide in Shadows. Even for a 7th level thief (9th level assassin) the chance of rolling a successful Hide in Shadows AND Move Silently is only 24% (for the 3th level thief it’s 5%!). The odds therefore of a 7th level thief (9th level assassin) gaining 4 segments of Surprise under those conditions is only 2.7%!  *Yes, a thief of high Dex can increase those odds of being surprised under MS/HiS, but only slightly.

And now we get to encounter range(ER). Encounter range for Surprise is 1″-3″ (33% chance for each OFC). So, back to our 9th level assassin, whose chance at 4 segments of Surprise just dropped to .9% if HiS and MS are required, and only 3.7% even if Ms/HiS aren’t required.

With ER calculated in for a 1″, 7th level thief 1 Surprise segment 2 Surprise segments 3 Surprise segments 4 Surprise Segments
2 segments possible 4.6% 3.7% x x
3 segments possible 5.5% 2.7% 3.7% x
4 segments possible 5.5% 5.5% 4.6% 3.7%
3 segments possible (MS) 3.0% 2.5% 2.0% x
3 segments possible (HiS) 2.4% 2.4% 1.6% x
4 segments possible (MS/HiS) 0.1% 0.1% 1.1% 0.9%

 

Then for each segment of action during Surprise, they still need to roll THAC0 or an assassination roll, cutting the chance of success even further, a good estimate is by another 50% if you don’t want the individual calculations.

But hey, worth a shot right? Not so fast. That same 7th level thief (9th level assassin) under the same situation has a 13.9% chance of being surprised for one or two segments by their opponent—four times more likely than the best case of gaining 4 segments of surprise.

A high Dexterity can decrease their chance of being unable to act when Surprised all the way to 0%. Then they only have the same problem as when no one is Surprised when 90′ ahead of their companions, not in metal armor: 31% with a 4 in d6 chance of Surprise, 42% with a 3 in d6 chance, and 50% of the time with a 2 in d6 chance (plus whatever odds they avoiding with their Dex)— Rolling Initiative.

What are the Odds? (Paladins)

210501

I had a player who wanted to play a paladin. Rolling up a character via DMG Method IV, we struggled. When looking at the requirements for a paladin per the PHB:
Strength: 12
Int: 9
Wisdom: 13
Con: 9
Charisma: 17

According to the DMG, 1% of the population are classed, and 4.4% of available henchman are paladins. In other words, at a baseline .44% of the population are paladins. Just how hard is it to roll a legal paladin under Method I (3d6), compared to the normal population? What are the odds?

Strength: 12 (37.5%)
Int: 9 (74.1%)
Wisdom: 13 (25.9%)
Con: 9 (74.1%)
Charisma: 17 (1.9%)

Odds for rolling a legal paladin are .1%—one character in every 1,000 could be a paladin using the Method 1: 3d6!

However, at the time, we were using the requirements of the paladin as a subclass of the UA cavalier. Under Method I:
Str: 15 (9.3%)
Int: 10 (62.5%)
Wisdom: 13 (26%)
Dex: 15 (9.3%)
Con: 15 (9.3%)
Charisma: 17 (1.9%)

That _radically_ changes the chances of rolling up a paladin. The odds of rolling up a paladin with the UA requirements using Method I: 3d6? .0002%! That’s two in every million characters rolled up using Method I can be paladins.

Using the more popular Method 2: 4d6, drop lowest (also the method for rolling the aforementioned henchmen), the odds of generating a (valid) paladin are: .03%. Unlikely, and nowhere near the henchman baseline of .44%, but 1 in every 3,333 is still better than 1 in 500,000!

UA of course introduces Method V for rolling up a character, where each individual stat rolls a number of d6 depending on the relevance of that stat to the class. Nine dice are allocated to the most important stat, eight for the second-most-important, etc.  A  paladin would roll 9d6 for Charisma, and drop the lowest six rolls.

Calculating that probability involves formulas that look … insane.  Fortunately, there’s a different way of doing that—brute force.  Out of 10 million dice rolls, for 9d6, the outcomes are:

(0%) 4 -> 7
(0%) 5 -> 48
(0.01%)     6 -> 526
(.02%)     7 -> 2319
(0.07%)  8 -> 7066
(0.24%)  9 -> 23569
(0.63%)  10 -> 63392
(1.39%)   11 -> 138742
(3.01%)   12 -> 311565
(6.01%)   13 -> 600503
(10.30%) 14 -> 1029864
(15.94%) 15 -> 1594458
(22.40%) 16 -> 2240417
(22.06%) 17 -> 2205942
(17.82%) 18 -> 1781582

For the paladin the number of dice are are: 7 5 8 4 6 9 (Note: assuming no Comeliness score). Extending that brute force calculation out, the probability for the required scores for a paladin are:

Str (7d6): 15 (62.09%)
Int (5d6): 10 (92.06%)
Wisdom(8d6) : 13 (91.26%)
Dex (4d6) : 15 (23.15%)
Con (6d6) : 15 (50.92%)
Charisma (9d6) : 17 (39.88%)

Giving us a chance of rolling up a paladin of … .02%

(That doesn’t consider that under UA Method V, the odds of rolling a valid paladin are technically 100%, because if a score is below the minimum requirements, the player takes the minimum for the score).

So what does all of that tell us? Unless you meddle in one way or another with the outcome, paladins should be so vanishingly rare most GMs should see at most one paladin  in their lifetimes:

PHB Paladin, Method 1 (3d6): 1 in 1,000
PHB Paladin, Method 4 (4d6 drop lowest): 1 in every 3,333
UA Paladin, Method 5 (Arcana): 1 in 5,000
UA Paladin (Method I): 1 in 500,000 (see note above)

 

If the world population of paladins is .44% (4.4 in 1000), that also suggests that the party is more likely to encounter a paladin than have one on their own!

  • Looking at DMG Appendix C, 1% of all castles are owned by paladins. 1% of all city encounters are paladins.  2% of the 54% of all human party encounters will include 1-2 paladins.
  • According to the Monster Manual, a band of (uncommon) pilgrims are 35% likely to be Lawful good, there’s a 10% chance there will be 1-10 paladins!

 

The Mathematics Behind 4d6 Drop the Lowest

 

 

 

Surprise: An Operational Guide

Last Updated: 210815…250906

I’ve written a lot about Surprise recently. There’s a lot of details; I thought I’d provide a brief operational overview (which I’ve retroactively incorporated into in the core Surprise article https://dnd.sinister.net/im-surprised/ ) 

    1. Roll Move Silently (where applicable) and other effects that determine Hidden or Silent (such as Boots or Cloak of Elvenkind) if and only if they apply to the entire party.
      1. Move Silently provides a Base Surprise modifier you need for the next step
    2. Determine the potential Base Surprise for each involved Party
      1. Normally 2 in 6, this can be modified by Class, Race/Monster, Stealth/Silence, and Invisibility
      2. See https://dnd.sinister.net/im-surprised/ for extended details
    3. Roll for Base Surprise for each party (normally 1-2 on a d6)
    4. Determine Encounter Distance
      1. If any party was surprised: d3″ (indoors); 6d4″ modified by terrain – Base Surprise” (outdoors)
      2. If neither party was surprised: d6 +4″ (indoors); 6d4″ (outdoors). Move on to Initiative
      3. Adjust (if necessary) by line-of-sight/ size of room
    5. Determine Surprise duration (in segments)
      1. Surprise duration is the same number that determines if the party was surprised (e.g., a party that rolled a 5 when surprised 1-5 in d6, is surprised, for 5 segments)
      2. If neither party is surprised, move on to Initiative
      3. If both parties are equally surprised, move on to Initiative
      4. If only one party is surprised, Surprise duration for that party is the Base Surprise.
      5. If one party is more surprised, Surprise duration (in segments) for the most surprised party is: (most surprised party’s Base Surprise) – (least surprised party’s Base Surprise). Only one party will be surprised.
    6. Determine individual Surprise duration
      1. Adjust the number of segments each individual in a Surprised party can be affected according to their Dexterity, encumbrance, or other modifiers.
      2. An individual with ≤ 0 Surprise segments remaining will no longer be affected by individual attacks (melee or ranged), but cannot respond in any other way.
    7. Process each Base Surprise segment as a full round in but a single segment (actions 4.A-H).
      1. Movement is 1/10th normal (a single segment)
      2. Casting time is by segment. Any spell not completed in a Surprise segment carries over to the next segment of Surprise, and then carries over into Initiative if still not complete.
      3. Ranged weapons fire at three times the normal rate if ready (in other words, if prior to the first surprise segment: “I’ll nock an arrow”, “Ready weapons and missiles”), otherwise at normal rates (e.g., I read this as one arrow the first segment if nocked and ready, and one arrow for each later Surprise segments).
      4. Any individual attack (melee or ranged) against a surprised opponent with no remaining individual surprise segments is deferred to Initiative.
    8. Process extended Surprise
      1. Any individual with remaining Surprise segments can be individually attacked (melee or ranged) for any remaining individual surprise segment. No other actions by attacker(s) are possible.
    9. Roll Initiative
      1. Adjust any spell casting time by whatever arcane method you use for casting time in 1e Initiative.
    10. If at any point a new party enters the fray during Initiative rounds, repeat the Surprise process (above).

A Surprising Look

Last updated: 210210… 240922
surprise@corwyn.net
https://dnd.sinister.net

Surprise is elegant—two rolls determines how both parties are Surprised as well as how many segments they are affected by Surprise. Dexterity (and other factors) can affect the number of segments a Surprised individual can be directly affected, but only adds or detracts to surprise segments only so far as that individual is concerned if the group was surprised.

A lot of the apparent complexity of Surprise arises from an assumption that a PC with a Surprise modifier (e.g., –3 Dexterity Reaction modifier) can act even though their party was surprised, when their individual Surprise segments are reduced. Yet while the rules explicitly state the surprising party acts, the surprised party’s ability to act is not mentioned (and even explicitly prohibited):

  • If surprise exists, the surprising party can use the time segments to flee/escape, close, or attack. PHB, p. 103.
  • …the surprising party has complete freedom of action for a time. PHB, p. 104
  • [S]urprise also allows the surprising party to have that number of segments as shown on the die as the surprise factor as free and unanswered activity to move, attack, flee, etc. DMG, p. 49.
  • Surprised opponents with weapons have no chance for a fending-off strike, unless the attacker must use all surprise segments to close to grapple, pummel, or overbear. DMG, p. 73.
  • Each 1 of surprise equals 1 segment of time lost to the surprised party, and during the lost time the surprising party can freely act to escape or attack or whatever. If both parties are surprised, then the effect is negated or reduced [referred to as “Lost Segments” in the table]. PHB, p. 102-103 & DMG., p. 61.
  • A surprised party is caught unawares or unprepared. In such circumstances the non-surprised (or less surprised) party has an immediate advantage which is reflected in the granting of 1 or more segments of initiative, during which the active (non or less surprised) party can take actions A. through H.,)… DMG, p. 61.
  • If surprise is indicated for both parties concerned, the party which has lesser surprise subtracts its result from the result of the greater to find the number of segments the [surprised] are inactive. DMG, p. 61.
  • [D]uring the surprise segment or segments, the surprised party is unable to react in any way. DMG, p. 61.
  • Party B is surprised (since they rolled a 2), and will be inactive for 2 segments. DMG, p. 71.
  • As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds … Aggro would normally get another chance to hit Balto, who would be inactive for another segment, but Balto’s dexterity allows him a +1 reaction adjustment, which means that he personally will be surprised for one less segment than the rest of his party. So this segment he is up and on his guard, and Aggro does not get another hit attempt this round. DMG, p. 71. [Balto doesn’t act due to his Dexterity Reaction modifier, just not be attacked].
  • The Dexterity reaction bonus allows the individual “to mitigate” [not remove] the surprised condition. DMG p, 62.
  • The Dexterity reaction bonus “adds to existing surprise [segments] or detracts from it [existing surprise]”. DMG, p. 62.

So what if PCs can’t act when their party is surprised, regardless of modifiers? When you don’t make the assumption that members of a Surprised group can act during Surprise, the exceptions that cause ambiguity are resolved.

Let’s demonstrate.

Process: Each party rolls Surprise. A normal party is surprised on a 1-2 in 6. On a 1, the party is surprised for 1 segment. On a 2 the party is surprised for 2 segments. On a 3-6 the party is not surprised. For creatures that are Surprised on a different range (e.g., surprise 5 in 6), results are calculated the same as for those surprising 2 in 6 (except, of course, for more potential Surprise segments, a 4 would be 4 segments of Surprise).

 

“If both parties are unsurprised, or equally surprised, determine INITIATIVE for that round.” DMG, p. 61. If both parties are surprised for the same number of segments, the net result is no Surprise—move on to Initiative. If both parties roll results in their range for Surprise, Surprise is calculated based on the net of the two results:

Assume A [surprised on 5 in 6] rolls a 4, so it is surprised for 4 segments unless B rolls a 1, in which case A party’s inactive period will be only 3 segments, or if B rolls a 2, in which case surprise will last for only 2 segments (4–1 = 3, 4–2 = 2). DMG, p. 62.

If one side rolled Surprise for 2 segments, and the other for 1 segment, the net result is that only one party is surprised—for 1 segment—with any Surprise modifiers calculated for individuals in that party:

  • Dexterity: +3 to –3 segments
  • Encumbrance: +1 to +2 segments

In other words, the number of Surprise segments for an individual can be modified –3 to +5. Which specific modifiers aren’t important for discussion, so no need to complicate things by referring to anything but the result, and examine the extremes (See https://dnd.sinister.net/im-surprised/ for a detailed analysis of Surprise modifiers).

 

Scenario A: Orcs and PCs both roll a 3. Regardless of applicable Surprise modifiers, there is no Surprise, and both sides roll Initiative.

Scenario B: Orcs rolls a 1, Party rolls a 1. Both parties are surprised for 1 segment with a net result neither party is surprised. No modifiers are calculated. Both sides roll Initiative. The same result if each side rolls a 2.

Scenario C: Orcs roll a 1, Party rolls a 2. While both results indicate Surprise, the net result is the party is surprised for 1 segment. Applicable modifiers are applied to any individuals in the surprised party, but not the (less-surprised) orcs.

We have three party members at the extremes:
Member 1: Inactive due to Surprise for 1 segment (default)
Member 2: Inactive due to Surprise for 5 segments
Member 3: Inactive due to Surprise for –3 segments

The orcs have one Surprise segment to perform an action. If casting a spell, the orcs can complete one segment of spell casting. If the spell takes longer than the 1 segment of Surprise, the remaining segment is completed during Initiative (a separate discussion!). Orcs can otherwise take a standard Surprise action. If an orc directly attacks Member 2 (already within 1″ for melee, or a ranged weapon), the orc could attack for 5 segments (don’t get heavily encumbered with a Dexterity of 3!). If directly attacking any party member with no remaining segments of Surprise (i.e., Member 3), the orc’s action is ineffective, and deferred to Initiative.

Spell Casting in Surprise

Another debate is how many spells can be cast during Surprise. Let’s look at the rules:

In such circumstances the non-surprised (or less surprised) party has an immediate advantage which is reflected in the granting of 1 or more segments of initiative, during which the active (non or less surprised) party can take actions 4. A. through H., wholly or partially depending on several modifying factors.

Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells ore usually but 1 segment long, as are some other spells, and these spells ore possible to use in a surprise segment. Other, longer casting time spells can only be begun in the first segment of surprise.

As party B is surprised for 2 segments, party A has a chance to hit in each segment as if they were full rounds (this does not apply to spell use, of course). (DMG, p. 71)

There’s no prohibition of only one spell during Surprise. During each segment of Surprise, members of the Surprising party can take actions 4.A through H, which includes “cast spells”. If the spell caster has three segments of Surprise to act, they could complete three segments of a four-segment spell, cast three one-segment spells (one for each segment of Surprise), or move one segment, and then cast a two-segment spell. Spell casting is limited by time, unlike a normal combat round.

Summary

A Surprised party member, regardless of modifier, still does not act. They’re simply unaffected by direct actions from the other side once they have 0 Surprise segments. [This is actually the critical sentence; it’s VERY tempting to say they get to act here, but the DMG says the Surprised party cannot act, and the Dexterity Reaction modifier detracts from Surprise segments, not that it permits acting during Surprise, nor does the DMG or PHB say that modifiers can make them unsurprised.]

 

Only after everything is resolved for Surprise do both sides roll Initiative, start a new round, and proceed from there.

References

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
2Polyhedron #31, “Dispel Confusion”, 1987, p. 31.

Take Initiative!

Last updated: 201220…240112 (Current version as PDF)

My 1e campaigns use a hybrid of 1st and 2nd Edition initiative, permitting more specific and dynamic rounds. Players select an action, and calculate individual Initiative with modifiers. Although Initiative determines only “who goes first,” those scenarios can become complicated.

Basics

A round consists of 20 “segments” determining order of events, but explicitly not equal time intervals. Each round the player declares an Action, rolls a d10 (Base Initiative), and applies modifier(s) (movement, weapon speed, spell casting time, etc.) to determine Initiative. Initiative determines which segment the action occurs, typically starting and ending on Initiative, although spell casting begins at the beginning of the round. If modifiers adjust Initiative > 20, the character will not act that round. Instead, they act the next round at: Total Initiative – 20.

Typical actions include: Attack (melee, ranged, non-weapon), Parry, Cast Spell, Move/Close (move with no combat), Charge (move with combat), Withdraw, Flee, Expect, Parley, Hide in Shadows, or Wait. See Appendix A for more details.

Some Actions can adapt with opponents’ actions. If the declared action becomes impossible, characters can choose to do nothing or, sometimes, change their action mid-round by modifying their Initiative. If the character received damage the round of casting (or changing the action to casting a spell) prior to completion, the spell will fail unless they roll ≥ a Save vs. Spell: ( d20 – [Spell Level] + [Level of Caster] – [Damage taken]  ).

The following things always preclude changing the action:

  • Casting a spell. The character can stop casting (ruining the spell) but they can’t start a different action.
  • The character chose to wait until the next round.
  • The current segment is greater than Base Initiative (the initial d10). The character can possibly cease their action, or adapt in pre-specified ways, but can no longer change their action to a completely different action.
  • Some circumstances result in the character acting prior to their Initiative. If the character has already acted, they can’t act again or change their action.

While the GM moderates Initiative interactions, here are some more complex scenarios:

1.     Change Action

Up to Base Initiative, a character can change their planned action (except spell casting) if their action is no longer valid. They next act at: Base Initiative + 2 + new Initiative roll + modifiers for new action.

Scenario: The character decides they will attack with a sword: ( 9 [d10 Base Initiative] + 5 [Weapon speed] ), attacking on segment 14. On segment 7, their only opponent is slain, leaving the character with nothing to do! On Base Initiative of 9, they change their action to move across the room: ( 9 [Base Initiative] + 2 [Change modifier] + 4 [new d10 initiative roll] + 8 [Move > ½ modifier] ) for a revised Total Initiative of 23—after the end of the round! Instead of acting this round, they will act the next round on segment 3: ( 23 [Total Initiative] – 20 ] ), without rolling Initiative.

2.     Expecting Someone?

“Expect” a specific event (e.g., someone coming through a door) is a +5 initiative modifier. If the specific event occurs, the PC responds at: Initiative or current segment (whichever is greater) – 3 + new Initiative roll + modifiers (min. 1).

Scenario: Defender decides they will stand next to a door in order to attack an opponent expected to burst through. Defender Initiative is: ( d10 [Base Initiative] + 5 [Expect modifier]  ) for a total of 9. The door opens on segment 11. Defender responds on revised Initiative: ( 11 [current segment] + d10 [new Initiative roll] – 3 [Expect modifier] + [initiative modifier(s)]  ).

This only applies if combat is underway. Prior to the initiation of combat, Surprise determines actions.

3.     Parry

A character may substitute their attack with Parry. Base Initiative must be prior to opponent’s total initiative for parry to work. A parry subtracts (half of the defender’s level (+1 for single-classed Fighters) from one attack. Multiple attacks can be parried by single-class Fighters, with the penalty divided across attacks. Parry is not effective versus missile attacks (except for monks), or rear attacks. Parrying a potential Critical subtracts from the second roll (that determines critical success or failure).

Scenario: A 9th-level Fighter wielding two weapons is engaged with three orcs. Fighter has a –6 To Hit modifier for Parry, and decides to split it evenly across all three opponents.
Fighter decides to parry all orc attacks evenly (–2/–2/–2): ( d10 [Base Initiative], no modifier ).
Orcs melee attack: ( d10 [Base Initiative] + 7 [Weapon Speed modifier] ).

  • If Fighter loses Initiative, orcs attack as normal.
  • If Fighter wins Initiative, Parry replaces his attack (with both primary and secondary weaponsa). Each orc applies a –2 penalty to their To Hit roll, causing two orcs to miss. The other orc rolls a natural 20. To confirm the critical (per my House Rules), the orc rolls again with a –2 penalty To Hit (and without To Hit bonuses, e.g., Strength, Dex, magic items). If the second roll is still a hit, the blow will be a critical. If the second roll is a miss, the blow will be as normal.

a“The secondary weapon does not act as a shield or parrying device in any event”, DMG, p. 70.

4.     Flee

Flee: Move away at ≤ full movement with a –2 initiative modifier, providing the opponent a free melee attack with a +4 bonus To Hit but no movement. If a fleeing character has a higher Total Initiative, they can increase the distance from pursuers by an additional 1″ × their Total Initiative once every turn.

The +4 bonus To Hit as they turn to flee incorporates the +2 rear bonus and the +2 stun bonus.

Scenario: Defender and Pursuer are in melee range (1″).
Defender decides to flee: ( d10 [Base Initiative] – 2 [Flee modifier]  ).
Pursuer decides to attack: ( d10 [Base Initiative] + [Weapon Speed]  ).

Flee Scenario 4a: Pursuer Wins Initiative

Pursuer attacks. Defender moves away (up to full movement). Pursuer makes a free attack on Defender Initiative with a +4 flee bonus To Hit, but cannot respond otherwise (having acted on Initiative).

Flee Scenario 4b: Defender Wins Initiative

Pursuer makes an immediate free attack with a +4 flee bonus To Hit. Defender moves away (up to full movement + Initiative). If Pursuer wields a melee weapon usable at range (e.g., dagger), Pursuer can ranged attack on Initiative with a +2 rear bonus To Hit but penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range).

  • If Pursuer Base Initiative > Defender Initiative, Pursuer can Change Actiona at Base Initiative, and pursue Defender (up to full movement) on revised Initiativeb: ( [Base Initiative] + d10 [new Initiative roll] + 2 [Change modifier] + 8 [Full Movement modifier] ). If revised Initiative is > 20, movement will occur the next round on Total Initiative –20; must move towards Defender.
  • If Pursuer Base Initiative ≤ Defender Initiative, Pursuer cannot Change Action, but could melee with a different opponent within 1″.

aPursuer cannot Change Action to Charge, as they were engaged at the start of the round.
bPursuit does not prompt a free attack by Defender, but could prompt a free attack by a separate opponent as they are fleeing from that opponent.

5.     Pursuit

If the fleeing character wins Initiative, they can increase the distance from pursuers by an additional 1″ × their Initiative once every turn they flee. If the pursuer begins the round in melee range and attacks, combat is resolved as if their opponent is fleeing. If the fleeing character begins the round out of visual range, or in an area of “difficult” terrain, a roll (DMG, pp. 67-69) determines if evasion is successful.

Pursuit Scenario 5a: Pursuit

Evader moved the prior round, Pursuer is in pursuit > 1″.
Both decide to continue to move: ( d10 [Initiative] + 8 [Move > ½ modifier] ).

Evader moves on Initiative. Once per 10 rounds, Evader can move an additional 1” × Initiative if they won Initiative. Pursuer moves to Evader on Initiative, and completes round (limited to full movement) adjacent to Evader.

Note: If Evader wins Initiative, and turns corners on Initiative, they are out of sight of Pursuer—Pursuer will not know the direction!

Pursuit Scenario 5b: Pursuer Stops and Attacks

Evader moved the prior round, Pursuer is in pursuit within 1″.
Pursuer decides to attack instead of pursue: ( d10 [Initiative] + [Weapon Speed modifier] ).
Evader decides to continue to flee: ( d10 [Initiative] – 2 [Flee modifier] ).

  • If Pursuer wins Initiative, Pursuer attacks (with a +2 rear bonus To Hit). On Evader Initiative, Pursuer gains a free attack with a +4 flee bonus To Hit, but cannot move.
  • If Pursuer loses Initiative, when Evader moves Pursuer gains an immediate free attack with a +4 flee bonus To Hit but cannot move. If Pursuer wields a melee weapon usable at range (e.g., hand axe), Pursuer can ranged attack with a +2 rear bonus To Hit but penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range).

6.     Withdraw

Withdraw/Disengage: Backing away from opponent at ⅓ Movement, still in melee if pursued.

Scenario: Defender decides to Withdraw: ( d10 [Base Initiative] + 4 [ Move ≤ ½ modifier] ).
Pursuer decides to attack: ( d10 [Base Initiative] + [Weapon Speed modifier] ).

  • If Pursuer wins Initiative, Pursuer attacks. Defender withdrawsa up to ⅓ Movement. Pursuer can immediately follow (up to full movement); Defender attacks on Initiative if Pursuer follows and is within 1″.
  • If Defender wins Initiative, Defender withdraws up to ⅓ Movementb. If Pursuer follows on Initiative (up to full movement), Defender and then Pursuer attack if within 1″.

 

aA character cannot withdraw into space occupied by opponents.

bWithdraw can be used in conjunction with Parry.

7.     Withdraw Blocking

Withdraw/Disengage: Backing away from opponent at ⅓ Movement, still in melee if pursued. If two or more attackers melee a single opponent and one attacker decides to withdraw, the remaining attacker can block the opponent’s advance on a limited front.

Scenario: Two defenders (Fallback and Blocker), one Pursuer.
Pursuer decides to attack Fallback: ( d10 [Base Initiative] + [Weapon Speed modifier] ).
Blocker decides to attack Pursuer (and block pursuit): ( d10 [Base Initiative] + [Weapon Speed modifier] ).
Fallback decides to Withdraw: ( d10 [Base Initiative] + 4 [ Move ≤ ½ modifier] ).

Withdraw Blocking Scenario 7a: Pursuer Wins Initiative

Pursuer attacks. Fallback withdraws up to ⅓ Movement. If Pursuer immediately follows (up to full movement), Fallback immediately attacks. Blocker attacks as Pursuer follows (with a +2 rear bonus To Hit), or on Initiative (whichever occurs first). Blocker cannot move.

Withdraw Blocking Scenario 7b: Fallback Wins Initiative

Fallback withdraws up to ⅓ Movement.

  • If Pursuer acts before Blocker, Pursuer can:
    • Change attack to Blocker (with no initiative modifier), and attack. Blocker attacks.
    • Follow Fallback on Initiative (up to full movement) and attack; Fallback immediately attacks. Blocker attacks as Pursuer follows (with a +2 rear bonus To Hit). Blocker cannot move.
  • If Blocker acts before Pursuer, Blocker attacks while blocking pursuit. On Initiative, Pursuer can:
    • Change attack to Blocker (with no initiative modifier) and attack.
    • Attempt to Overrun Blocker (with no initiative modifier) in an attempt to follow Fallback; success permits the Pursuer to follow Fallback (up to full movement) but not attack. After a successful Overrun, Blocker must roll ≥ a Save vs. Paralyzation or be knocked down.

8.     Ranged Combat

Weapon Speed for bows/darts nocked & ready is +1, +7 arrows, +10 quarrels, +2 darts, +4 other thrown objects. Dex Attack bonus affects Ranged Initiative as well as To Hit.

Calculations differ for ranged attacks during aerial combat (by hex), naval combat (by rounds), and underwater combat (by distance).

Scenario: Attacker and Defender are more than 10′ (1″) apart.

Ranged Scenario 8a: Attacker Closes for Melee

Attacker decides to Close: ( d10 [Base Initiative] + 4 or 8 [Movement modifier] ).
Defender decides to ranged attack: ( d10 [Base Initiative] + [Weapon Speed modifier] – [Dex Attack bonus] ).

Attacker will move but not attack. Defender attacks, with any To Hit bonus from Dex, but To Hit penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range).

Ranged Scenario 8b: Attacker Moves and Ranged Attacksa

Attacker decides to Move ≤ ½ and Ranged Attack, wielding a bow: ( d10 [Base Initiative] + 4 [Move ≤ ½ modifier] + 7 [Weapon Speed modifier]b – [Dex Attack bonus] ).
Defender decides to Ranged Attack: ( d10 [Base Initiative] + [Weapon Speed modifier] – [Dex Attack bonus] ).

Attacker fire rate halved; Defender fire rate as normal. Attacker moves and ranged attacks with To Hit penalized by the distance after movement (–2 To Hit for medium range, –5 To Hit for long range). Defender attacks, applying any To Hit bonus from Dex, but To Hit penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range).

aOpponent must be in view at the beginning of the round.
bAttacker can’t be “nocked and ready” due to movement.

Ranged Scenario 8c: Attacker and Defender Both Move and Range Attack at a Specific Rangea

Round begins with neither combatant in range. Attacker decides to Move and Ranged Attack, wielding a bow: ( d10 [Base Initiative] + 8 [Move modifier] + 7 [Weapon Speed modifier]b – [Dex Attack bonus] ), fire rate halved due to movement.
Defender decides to Move and Ranged Attack, wielding a wand: ( d10 [Base Initiative] + 8 [Move modifier] + 4 [Wand Speed modifier]  ).

Attacker declares they will fire at Range A. Defender declares they will fire at Range B.

The combatant who selected the farthest range attacks first, and will complete movement on their Initiative. Attacker moves and ranged attacks at Range A with To Hit penalized by the current distance (–2 To Hit for medium range, –5 To Hit for long range). Defender moves and attacks at Range B, applying any To Hit bonus from Dex, but To Hit penalized by the current distance (–2 To Hit for medium range, –5 To Hit for long range). Defender will fire at Range B, and complete movement on their Initiative.

aOpponent must be in view at the beginning of the round.
bAttacker can’t be “nocked and ready” due to movement.

9.     Charge

Charge: When not engaged or Severely Encumbered, provides a single melee attack at the end of movement with: a 50% increase to Movement (max of 24”); a +2 bonus To Hit; a +4 init. modifier but attack order by weapon length; no DEX AC bonus (characters with no DEX bonus lose one AC); double damage if mounted with lance or braced with spear or pole arm. Those charging must stop to engage unless mounted. May only charge once per turn.

If Attacker wields a throwable melee weapon (e.g., spear), they can hurl it at their opponent on Initiative before entering melee. To Hit is penalized by the distance at the half-way point (–2 To Hit for medium range, –5 To Hit for long range), with no charge bonus To Hit. Defender still makes a melee attack on Attacker Initiative!

Scenario: Attacker and Defender begin the round more than 10′ (1″) apart. Attacker is not in melee (no opponents within 1″).

Charge Scenario 9a: Defender Waits

Attacker decides to Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to stand their ground and wait until next round: ( d10 [Base Initiative] ).

On Attacker Initiative both attack at Defender location in order by weapon length. Attacker has a +2 charge bonus To Hit. Defender attacks against Attacker Charge-modified AC (no Dex bonus to AC).

If Defender Initiative ( [ Base Initiative ] ) – 2 [Set To Receive modifier] ) is prior to Attacker’s attack, Defender can Set to Receive Charge if wielding a spear or pole arm, and will cause 2× damage rolled on a successful To Hit roll.

Set to Receive Charge does not require changing action.

Charge Scenario 9b: Defender Blocks Advance

Attacker decides to Shove past Defender: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to block Attacker: ( d10 [Base Initiative] ).

Attacker and Defender trade attacks in order of weapon length. If Attacker successfully shoves/overbears Defender, then Defender is knocked aside and Attacker keeps moving (but will not be able to attack at the end of their charge); otherwise movement ends (see Fleeing for the next round). An armed Defender may make a single free armed attack when the unarmed attack is attempted.

If Defender wishes to actively prevent Attacker from passing, Defender can make an unarmed grappling attack (in response to the charge); if successfully grappled, Attacker cannot move. Defender cannot make both a free armed attack and an unarmed grappling attack.

Charge Scenario 9c: Defender Changes Weapon

Attacker decides to Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to change weapons: ( d10 [Base Initiative] + 10 [Change Weapon modifier] ).

  • If Defender wins Initiative, both attack on Attacker Initiative in order by weapon length. Attacker has a +2 charge bonus To Hit. Defender attacks against Attacker Charge-modified AC. Defender can brace for a charge if wielding a spear or pole arm, and will cause 2× damage rolled on a successful To Hit roll.
  • If Attacker wins Initiative, Attacker attacks; Defender does not (Defender still changing weapons). Attacker has a +2 charge bonus To Hit. Defender attacks on Initiative against Attacker Charge-modified AC. If Defender Initiative is > 20, Defender will not act until the next round at: Total Initiative – 20; Attacker AC will be as normal. Defender cannot set to receive charge; they aren’t wielding a weapon on Attacker Initiative.

Charge Scenario 9d: Defender Casts Spell

Attacker decides to Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to cast a spell: ( d10 [Base Initiative] + 6 [Spell modifier] + [Spell Level] ).

  • If Defender wins Initiative, the spell completes. Attacker attacks with a +2 charge bonus To Hit against Defender with no AC Dex bonus (due to spell casting).
  • If Attacker wins Initiative, Attacker attacks with a +2 charge bonus To Hit against Defender with no Dex AC bonus (due to spell casting). If Attacker hits, the spell fails unless Defender rolls ≥ a Save vs. Spell: ( d20 – [Spell Level] + [Level of Caster] – [Damage taken] ). Otherwise the spell completes on Defender Initiative.

Charge Scenario 9e: Defender Ranged Attacks

Attacker decides to Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to ranged attack: ( d10 [Base Initiative] + [Weapon Speed modifier] – [Dex Attack bonus] ).

  • If Defender wins Initiative, ranged To Hit is penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range) against Attacker Charge-modified AC.
  • If Attacker wins Initiative, Defender attack is foiled unless the ranged weapon can also be used in melee (e.g., javelin). Attacker attacks with a +2 charge bonus To Hit; if Defender is capable of melee, Attack order is by weapon length and Defender attacks against Attacker Charge-modified AC.

Charge Scenario 9f: Defender Leaves

Attacker decides to Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).
Defender decides to move farther away from Attacker: ( d10 [Base Initiative] + 8 [Move > ½ modifier] ).

  • If Defender wins Initiative, Defender moves. Attacker charges towards Defender (up to full Charge movement). If Attacker reaches Defender, Attacker attacks with a +2 charge bonus and +2 rear bonus To Hit. Defender does not attack. See Pursuit for the next round.
  • If Attacker wins Initiative, Attacker charges to Defender and attacks. Attacker has a +2 charge bonus To Hit. Defender can:
    • Immediately attack against Attacker Charge-modified AC in order by weapon length, but not move.
    • On Initiative, Withdraw up to ⅓ Movement towards their original destination. Attacker can immediately follow (up to full Charge movement). Defender attacks on Initiative if Attacker follows within 1″.
    • On Initiative, move to their original destination. Attacker cannot follow nor free attack.

Charge Scenario 9g: Come Together

If both Attacker and Defender Charge/Move directly towards each other, they arrive at the relative mid-point from the Attacker: ( (Attacker Movement / Defender Movement) × ( distance / 2 ) ) on the earliest Initiative, and attack in order by weapon length if either charged.

Scenario: Attacker & Defender Charge: ( d10 [Base Initiative] + 4 [Charge modifier] ).

Both arrive at a location relative to their Charge movement on the earliest Initiative, and attack in order by weapon length. Both have a +2 charge bonus To Hit and attack against their opponent’s Charge-modified AC.

Results are similar if Defender decides to Close: ( d10 [Base Initiative] + 4|8 [Movement modifier] ) instead of Charge; Defender relative location is based on Defender non-Charge movement, with neither a Charge-modified AC nor bonus To Hit.

Charge Scenario 9h: Attacker Ranged Attacks

Attacker decides to Charge and Ranged Attack (hurl weapon, etc.): ( d10 [Base Initiative] + [Weapon Speed modifier] – [Dex Attack bonus] ).
Defender decides to ranged attack: ( d10 [Base Initiative] + [Weapon Speed modifier] – [Dex Attack bonus] ).

  • If Attacker wins Initiative, Attacker range attacks; ranged To Hit is penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range). Attacker moves towards Defender. If Attacker fails to reach Defender, Defender then range attacks against Attacker Charge-modified AC penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range). Otherwise Defender can only attack if they have a weapon capable of melee.
  • If Defender wins Initiative, Defender range attacks; ranged To Hit is penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range) against Attacker Charge-modified AC. Attacker range attacks at Initiative penalized by the distance on Initiative (–2 To Hit for medium range, –5 To Hit for long range) and moves to Defender.

10.           Hide in Shadows

Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved. … Hiding in Shadows cannot be accomplished under direct observation. (PHB, p. 27-28).

Naturally, a creature closely pressed in melee is not likely to bother with looking for some thief not directly in the line of sight, but if vision would normally extend to the thief’s area of activity, then observation rules apply.  … One cannot Hide in Shadows and Move (Silently) (DMG, p. 19).

Scenario: A thief not hiding shadows desires to Hide in Shadows once combat is underway.

Round 1: The thief moves so as to break line of sight with their opponent at the end of the round (see also Flee, Pursuit, Withdraw).

Round 2: The thief attempts to Hide in Shadows on Initiative. If unobserved before Initiative and successful, they can no longer be perceived by normal means.

Hide in Shadows Scenario 10a: Melee

Scenario: Attacker, previously hidden in shadows, melee attacks an opponent unaware of their presence within 10′.

Attacker attacks on their Initiative. If the Attacker wins Initiative, Defender can, if appropriate, change their Action.

Hide in Shadows Scenario 10b: Charge

Scenario: Attacker, previously hidden in shadows, charges an opponent unaware of their presence (see also Charge).

Attacker attacks as appropriate for Charge:

  • If Defender has acted, Attacker will move and attack on Attacker Initiative.
  • If Defender has not yet acted, melee will occur on Attacker Initiative in order by weapon length.
  • If Attacker wields a throwable melee weapon (e.g., spear), they can hurl it at their opponent on Initiative before entering melee range.

Hide in Shadows Scenario 10c: Ranged

Scenario: Attacker, hidden in shadows, makes a ranged attack on an opponent unaware of their presence (see also Ranged).

Attacker ranged attacks on their Initiative. If Attacker wins Initiative, Defender can, if appropriate, change their Action.

(Scenarios 10a, 10b, & 10c can also be handled by pausing Initiative at the end of a round, processing through Surprise, and then restarting Initiative).

11.           Location Matters

Location Scenario 11a: Race

Attacker and Defender both decide to move to Point A: ( d10 [Initiative] + [Move or Charge modifier] ).
First to arrive is determined by Initiative. On an Initiative tie, both arrive simultaneously. Neither attacks unless one (or both) charged, in which case they attack in order by weapon length. Charging characters have a Charge-modified AC (no Dex bonus).

Note: A character can Charge to a location if there is no known opponent4, but has no To Hit bonus.

Location Scenario 11b: Into the Fire(ball)

The most crucial initiative scenario involves movement during the casting of area-of-effect (AoE) spells. Historically I calculated movement segment-by-segment to determine the precise character location when the spell took effect. When creating these initiative scenarios, I realized that wasn’t necessary! Let’s break the possibilities down:

  1. The character hasn’t arrived at the AoE yet.
  2. The character has already passed through the AoE.
  3. The character is within the AoE.

Possibility 3 is typically the character location on one specific segment (the segment the spell is cast)—with few exceptions, a 10% chance. There’s also one number on the character’s Base Initiative d10 roll that would have Initiative tie—a 10% chance. Comparing the Initiative scores assigns the same probability as calculating segment-by-segment:

  1. The character has a lower Initiative, acting before the spell is cast.
  2. The character has a higher Initiative, acting after the spell is cast.
  3. The character has a matching Initiative—Wrong place, wrong time.

We can remove calculating location segment-by-segment, making our admittedly complicated system a little less complicated.

In the case of spell AoE exceeding 1/10 of movement (roughly how far a creature moves from one segment to the next), expand the Initiative range from a simple tie to comparing the appropriate number of segments before and/or after Initiative.

Scenario: Fighter with a move of 12″ decides to cross the room: ( d10 [Base Initiative] + 8 [Move > ½] ).
A mage decides to cast a fireball in the middle of the room with an unconstrained AoE of 4″:
( d10 [Base Initiative] + 6 [Spell modifier] + [Spell Level] ).

The fireball detonates at Mage Initiative. Fighter Initiative equals Mage Initiative ± 1 (representing 36′ of movement). Fighter is (literally) caught in the crossfire! Fighter rolls a Save vs. Spell at Mage Initiative, and then completes movement on Initiative (should they survive!).

Glossary

  • Base Initiative: a d10 roll.
  • Charge: Move up to 150% of Movement, and attack once that round.
  • Close: Move (up to normal Movement) safely into melee range with an opponent; neither opponent melee attacks (unless the opponent Charges).
  • Charge-adjusted AC: AC without Dexterity Defensive Adjustment, or +1 to AC if the character has no Dexterity Defensive Adjustment.
  • Flee: A round of full movement when leaving melee, providing the opponent a free melee attack at +4 To Hit.
  • Free attack: An additional attack from specific circumstances.
  • Overrun: One or more characters attempting to push through one or more opponents. A contested Close Combat Check
  • Round: One combat instance divided into 20 segments defining order of events. If several creatures act in the same segment, action is simultaneous.
  • Tie Initiative: Both actions happen simultaneously.
  • Total Initiative: The initiative roll including all initiative modifiers (e.g., movement, weapon speed), referred to as “Initiative” for that individual.
  • Turn: 10 rounds; Turn Undead; turn (to flee).
  • Win Initiative: Have the lower Initiative.

Note the various movement types (e.g., Move, Charge, Flee, Withdraw) are mutually exclusive.

References

TSR 2011, Dungeon Masters Guide, 1979.
4Swords & Spells, 1979.
Dragon Magazine, Issue 71, “Attack Priority System offers more Realism without more Work,” March 1986.

Appendix A—Actions

  • Melee: “I attack the ogre in front of me.”
  • Charge: “I charge the ogre on the other of the room” (with associated bonuses and penalties).
  • Cast Spell: “I cast fireball 30′ into the room.”
  • Expect: “If they come through the door I’ll attack.”
  • Wait: “I wait until next round to see what they do.”
  • Parley: “I tell them, ‘We come in peace, can we be friends? We offer you gold!'”
  • Hide in Shadows: “I don’t think I’m observed. I attempt to Hide in Shadows.”

Each round typically consists of one “normal” action per character. Circumstances can permit modifying or changing a normal action, or even permit a “free” additional action. Normal actions in a round include: all forms of attack (ranged, melee, non-weapon, back stab, assassination), parrying, standing up, picking up a weapon, lighting a torch, binding wounds, casting a spell, reading a scroll, Turn Undead, druid form change, using a magic item, listening at a door, an attempt to open a stuck door, opening a known secret door, hiding in shadows, moving more than half movement, mounting/dismounting (unless cavalier or proficient), climbing an obstacle, searching a 10′ area for a secret door, searching a door or chest for a trap, searching a creature, getting an object from an (open) pack, attempting to parley, paladin healing, etc.

A round is movement (if any) followed by an action. Actions in the context of movement typically require half movement: Mounting a horse, moving through an unstuck/unlocked closed door, overrunning an opponent, etc.

Each round a character can also perform one “minor” action (applying any appropriate initiative modifier(s)) interacting with an object or feature in the environment. Two minor actions constitute a normal action, regardless of Initiative. Minor actions prevent multiple-attack capabilities. Minor actions are typically those necessary activities required for a normal action. Examples include: open or close an unlocked/unstuck door, spike a door, draw or change a weapon, drop pack or other equipment, open a backpack, pick a pocket (“minor” because it can be attempted twice in a round), get spell components (or other item) from pouch, unroll a scroll, quaff a potion, etc. One can make small, slow, careful movements once hiding in shadows and remain hidden: draw a weapon, uncork a potion, pick a pocket, etc.

Some actions can require more than one round. Potions take effect after an additional d4+1 segments. Donning or removing armor takes: ( 10 – Armor AC ) rounds (e.g., removing Leather Armor AC 8 takes 2 rounds). Picking a lock or disarming a trap takes d4 rounds. Thoroughly searching a 10’×10′ area takes a turn (10 rounds). Figuring out how to open a secret door takes a turn. The gnome and dwarf underground abilities require a turn to discern the available information.

 

Appendix B—Initiative Modifiers
CHARACTER ACTION                        INIT. MODIFIER

Movement

Charging (+50% MV, no DEX)                         +4

Movement (Prevents casting, normal melee)

Movement > 10’, £ ½ Movement                                +4

   *Movement > ½ Movement                           +8

*Turn to Flee (free attack at +4)                  –2

*Standing Up                                                        Round

 

Environment

Hindered (Tangled/Climbing/Held)                 +3

On Higher Ground                                               –1

Opening a door                                                    +6

 

Weapon

*Use of Weapon                                  +Weapon Speed1

Multiple melee targets                        +1 for each, End of Round

Draw Weapon2,4                                                   +4

Change Weapon3,4                                              +10

Sheath Weapon4,5                                                +6

Drop Weapon                                                       +2

*Pick up Weapon                                                +8

Parry                                                                      0

Set to Receive Charge                                        –2

 

Magic

*Turn Undead                                                      +6

*Breath Weapon / At Will                                +2

*Casting a Spell6                                                 +6 + Spell Lvl

(except spells > 1 round = as normal)

*Scroll                                                                   As Spell +6

*Other Magic Item                                             +4

Potion effect                                                         d4+1

Slowed7                                                                  –

 

Other

Wake up                                                                                +8

Hide in Shadows                                                  +8
Infravision                                                            +58

Expect <something>                                           +5

Change Action                                     +2+Init Reroll+Action
Respond to Specific Event                                –3+Init Reroll+Action

*Unarmed Attack/Action, S/M/L                    +2/+3/+5

 

Notes:

*Primary Action—no further actions

1SF for bows/darts nocked/ready is +1, +7 arrows, +10 quarrels, +2 darts, +4 other thrown objects. If MV, fire rate halved. Dex Attack bonus affects Init. Grenade-like AC:5.

2Characters with IAIJUTSU do not suffer this modifier.

3Characters with IAIJUTSU in both weapons are +5.

4Changing/drawing weapons prevents 2nd attack.

5Characters with IAIJUTSU have this halved.

6 (+8 + Spell Lvl) without spell cards. Max 20.

7Slowed move/attack at one-half of the current rate.

8Choose to swing before or after, prior to init, DMG p.59

 

The Case of Potions for Monks

Last Updated: 201020…211023

I recently had a player, considering playing a monk, ask, “Can monks use potions?” My knee jerk response was, “Of course!” But a closer read proved me wrong.

The text in question:
Magic items usable by monks include all magical varieties of weapons listed (unless proscribed), rings, and those miscellaneous magic items which are usable by thieves. No other magic items of any sort may be employed by monks.

I’d always read that as “all magic items usable by thieves”. But that’s not what it says; it says “all miscellaneous magic items usable by thieves”. Miscellaneous magic item is a category of magic item, just like potions, rings,  Rod/Staff/Wand, etc.

The deeper I dug, the clearer it became. While the text for monks is “those miscellaneous magic items”, the text for the paladin’s magic item limit reads, “any other magic items”. Reviewing Appendix C from the DMG, all characters encountered in a city/town may possess one or more magic items. In the table for item determination, monks are assigned no chance of having a potion. They do have a chance of having a misc. weapon, a protection device, a ring, or misc. magic, just like the PHB description. That table explicitly breaks out “Misc. Magic” as a category.

Appendix P provides a method for creating an adventuring party. On the Potions Table the monk is not listed as having a chance to have a potion (nor scroll on the Scroll Table), but the monk could have a magic weapon or miscellaneous item (and again Miscellaneous Item is broken out as a category).

Appendix P is, almost word-for-word, the “Putting Together a Party on the Spur of the Moment” article by Gary Gygax, published in Dragon #26, June, 1979 and the unquestionable  precursor to Appendix P: Creating a Party on the Spur of the Moment. The article includes an almost identical “Potions Table” as Appendix P—identical except that the Dragon article assigns the monk a 4% chance/level of having a potion. The monk’s chance was removed from the table as part of revisions for the DMG!

The Ghost Tower of Iverness (C2), one of the early tournament modules, permits the PCs to shop for magic items before the adventure. “Rings, weapons, and miscellaneous items usable by thieves are the only
items the monk may use.”  And again, Miscellaneous Items is broken out as a separate category.

Going deeper still, monks were originally introduced in the Original D&D Blackmoor supplement. The quote there?

Monks have no magical abilities per se. Besides magical weaponry, monks may only use rings and those miscellaneous magic items usable by thieves. Potions and scrolls may not be used.

I don’t have electronic (searchable) copies of all the 1e  modules. The Mad Hatter (monk) in EX1? No potions. T Diumm and T. Deeous (monks) in EX2? No potions. Eson the Wise (I7)? No potions. Urquant (UK2)? No potions.  Sion & Hadley (UK4)? You, you guessed it. By random determination, there’s a 20% chance of the magic item you have being a potion.

One module includes an exception—the two monks in C1, who used a unique item (the potion of dreadful sleep) to enhance their ability to feign death. Modules aren’t perfect sources for canonical information, as the authors often change the rules to wrap a module to their intent. In this case, for example, the authors have this one potion affect the NPC monks in a different manner than normal for the potion—extending their feign death. C1 also includes numerous changes or expansions to core rules: changes to slow poison and neutralize poison; adding a barbarian’s ability to detect poison; non-thieves able to attempt move silently, etc., etc.  This one exception in C1 hardly provides enough strength to ignore the other examples.

By the Book, the description is clear enough, and it’s backed up by substantial circumstantial evidence. Monks can’t use potions.

They can in my campaign anyway. How about yours?

Oops We’re Unarmed

Last updated: 200813…220616

The best indicator that the grappling rules in 1e are terrible is the number of times they’ve changed. The DMG, OA, UA, Dragon #61, Dragon #83. Every other edition of D&D also includes a different system for unarmed combat— sometimes more than one system in the same book! Almost all have detailed tables to represent variables. And all the systems are terrible (explaining why there’s a never-ending stream of them). I spent years trying to tweak one system or the other to arrive at satisfactory results—all failures. Every use of a system required major revisions.

I finally gave up and created my own. The foundation of the system is: what happens when a large body of kobolds attacks a 10th level fighter unarmed, with the expected result of, “the fighter loses.” Alone, the fighter is screwed, but it takes time—time for allies to come to your aid without certain death. That said, allies need to do something, causing urgency. There’s a lot of math, and code, analyzing the associated variables of hat outcome, tweaking calculations to be additive (people do addition faster than subtraction).

This system intentionally removes a bunch of factors. Take size as an example. If a big and small person are fighting, the small person should be likely to get away, right? Then again, if a big person grabs a small person, they should be more successful—enough of a wash to make inclusion not valuable enough. Many of the unarmed systems use AC, but why is someone in leather easier to grab than someone in mail? In a bar, why is a 10th level fighter disproportionately vulnerable?  

The below system takes into account the character’s (and monster’s) ability, as well as Strength/Dexterity, without those factors being overwhelming. Each PC has a predetermined number based on THAC0. Monsters use their THAC0. The PC(s) and monster roll d20 (or d30), add their score, with the lowest total indicating success. Done. While an opposed heck, it’s still in the context of AD&D combat. Each round both sides have the opportunity to change things.  The simplicity means applicability to a wide range of circumstance.

We use the same mechanic for related unarmed combat situations: Overrun, Rush, Disarm, Pummel, Drag, and Shove.

On to the details …

Close Combat (Unarmed)

Close Combat Actions use contested Close Combat Checks (CCCs) to determine success, comparing the CCC scores between the attacker(s) and defender(s). Close Combat can’t occur against opponents disparate by more than one size. Close Combat Actions cannot be combined with Weapon Actions.

The Non-Weapon Score (NWS) modifier is added to the CCC, and can be calculated in advance:

  • Base THAC0
  • -DEX Reaction/Attacking bonus (Monsters vary based on AC)

OR (depending on which is better, does not aggregate)

-To Hit STR bonus

Add the following modifiers when engaged in CC:

  • +4 vs. Multiple Attackers in Unarmed Combat
  • +1/opponent
  • +1 for each opponent’s leg beyond two (or +2 for zero legs)

CCC: die + NWS + modifiers, Low to succeed

Close Combat Actions (normally d20):

Overrun: One or more characters attempting to push through one or more opponents. Each “line” of opponents counts as one “opponent”. One CCC roll is made for each “line” to pass through, +1 (cumulative) for each successive “line” tried on the same round. Any following character must also succeed on a CCC each attempt, or get left behind.

Rush: Push the opponent backwards 5’ + 1’ for each point of difference. Add +1 for each “line” of opponent.

Disarm: Modified by +8 for each Defender’s hand. Permits Save vs. Petrification.

Unarmed Combat (uses d30): Up to six Attackers can attempt Unarmed Combat, modified by size (smaller than the Defender counts half, larger than the Defender counts double). An armed Defender may make a single free attack when an unarmed attack is attempted; success does not foil assistance of that individual attacker. A successful CCC indicates the Attacker and Defender are Engaged. Once Engaged and beyond:

  • Combatants cannot move, fight other opponents, be safely targeted by missile weapons, or cast spells (unless Verbal only), and are limited to weapons of small size after the first round of combat;
  • Combatants gain no defending DEX AC bonus vs. non-Engaged melee attackers;
  • Combatants can make one Unarmed Combat Action (as an CCC) each round, including the first:
    • Incapacitate (EGPH):
      1. Grapple: Take an Engaged defender to the ground/ grab them. If grappling an opponent that makes multiple, separate attacks, the grappler can neutralize one of those attacks.
      2. Pin a Grappled defender. Pinned characters are +4 To Hit by other (non-Engaged) attackers. A Pinned defender automatically goes last when comparing Initiative. When Pinned, the only possible action is attempt to Escape. A character pinned from the beginning to the end of a round is Held, and helpless (unable to defend themselves or react in any productive way).
      3. Escape: Success decreases a Pin to Grapple, a Grappled to Engaged, or Engaged to Breaking Free. Those who break free may not move away that round.
    • Pummel: Additional attacks can Pummel with fist or small object, even when Engaged. Damage of STR bonus + (d2 vs. small/medium, d3 vs. large, or a small weapon).
    • Drag: Drag/Move a Grappled defender 1”.
    • Shove: Shove a Grappled defender 5’ away or knock them down, and disengage.

Two opponents fighting check each round. The attacker trying to Pin the opponent, success moving them closer. The defender trying to escape each success moving them farther from being pinned.

Appendix A—d30

So why d30 for unarmed combat where everything else is d20?

When adding modifiers to a roll the outcome is affected by how small the die. A +1 bonus on a d6 is more significant than a +1 bonus on a d20. To generate the appropriate variability in the roll, a d30 lets you have +1 bonuses without the same level of significance for a d10 or d20.

The problem was that a +1 cumulative effect was too weak, and a +2 cumulative effect was too strong. The d30 drops it back into the sweet spot.

Bibliography

TSR 2011, Dungeon Masters Guide [1e], 1979.
Dragon Magazine, Issue 61, “Without Any Weapons,” May, 1982.
R-4, Doc’s Island, p. 14, 1983. [Unarmed combat]
Dragon Magazine, Issue 83, “How to Finish Fights Faster,” March 1984.