Oops They’re Magic Resistant

Last Updated: 240219
magicresistant@corwyn.net

Well, my players are now regularly both interacting with magic-resistant creatures, and high enough level to start creating complicated questions. Let’s put all the pieces together in one place.

Typically you can look across the different AD&D books to gain rule insights. Magic resistance is surprisingly resistant to that. Across the Monster Manual, Dungeon Masters Guide, Fiend Folio, and Deities & Demigods, the text is virtually identical with the additional sentence here or there. Consolidating that text:

Magic resistance indicates the percentage chance of any spell absolutely failing to affect the magic-resistant creature. It is based on the spell being cast by a magic-user of 11th level, and it must be adjusted upwards by 5% for each level below 11th or downwards for each level above 11th of the magic-user casting the spell. Thus a magic resistance of 95% means that a 10th level magic-user has no possibility of affecting the monster with a spell, while a 12th level magic-user has a 10% chance.

Even if a spell does take effect on a magic-resistant creature, the creature is entitled to normal saving throws. A creature’s magic resistance extends only to its immediate possessions, i.e., anything carried or worn. Area-affect spells will still function if targeted with a magic-resistance creature within their area; the creature itself might not be affected, though all others in the spell area will be subject to spell effects (A fireball, for example, may wipe out a cluster of orcs, and a devil standing in their midst might be totally unaffected due to its magic resistance). Note also that the magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.

 

Only spells and spell-like abilities and effects (including those cast from an item1, and potions1) from creatures and magical devices are subject to magic resistance. The level of magic-use can be determined for certain items; wands operate at 6th level, staves at 8th level, rings at 12th level, potions at 7th, etc. Spells cast from items with no level of magic use are assumed to be12th level unless a higher level would be required to cast the spell. Breath weapons, gaze weapons, special attacks (such as disease, turn undead, energy drain, or paralysis), magical weapon bonuses and their special abilities (like vorpal), illusions, and psionics are not. The spell effects on the surroundings are not negated by a successful resistance roll (a lightning bolt can still destroy the bridge a balrog is standing on). If a resistance roll succeeds against a magical wall, the magic-resistant creature can walk through2.

Evocations spells are almost always subject to magic resistance if inflicting damage. Alteration spells are subject to magic resistance if they transform the target creature, but not if they are targeted on a point in space instead (e.g., Transmute rock to mud and wizard eye change a creature’s surroundings, not the creature itself, and thus not subject to magic resistance). Spells that conjure/summon creatures are never subject to magic resistance. Necromancy spells that alter the target creature’s life force are subject to magic resistance.2 Illusions spells are almost never subject to magic resistance except those inflicting a direct attack, such as phantasmal killer or blindness. Magic resistance does not allow a creature to disregard illusions, see beings who are hidden magically, or otherwise allow the creature to have any control over existing magical influences, spells, or powers that only affect other creatures.

Hold portal can be shattered if preventing a magic-resistant creature from opening a door. There are certain spells, however, that if cast upon an area may not be triggered by the passage or touch of a magic resistant creature. Magic mouths, symbols, glyphs of warding, and fire traps will not be activated if the creature makes its MR roll, but will still be present and may be activated later. 1

Magic-resistant creatures have a measure of control over their ability. A creature can voluntarily nullify its magic resistance in order to take advantage of the effects of a beneficial item, spell or spell effect. Nullifying one’s own magic resistance requires total concentration (no other physical or mental activity), and must be performed during the round in which the casting of the spell or spell-like power takes effect. The target creature does not need to maintain concentration on negating its magic resistance after the magic gets a foothold (the spell effect is now included with the recipient, and the magic will run its course). During the round (or longer) that a magic-resistant creature maintains concentration on negating its resistance, it is completely vulnerable to any magical effects (not necessarily beneficial) directed toward it. Not even a saving throw is allowed, since any saving throw against any form of magic is essentially just another form of magic resistance.1

Magic-resistant creature can use and benefit from the wearing or carrying of magic items. A creature attempting to put on and make use of a cloak of displacement or girdle of giant strength, for instance, must simply lower their magic resistance and touch the item or make a normal magic resistance roll. If the creature’s magic resistance fails (on this check), the item can be donned and worn, with all of its effects occurring to the wearer as if that creature had no magic resistance.1 In the case of dwarven and halfling 20% resistance to magic rings, they must recheck each time they put on the ring.

Bibliography

TSR 2010, Players Handbook, 1978.
TSR 2011, Dungeon Masters Guide, 1979.
1Dragon Magazine Issue 79, Magic Resistance: What it is, how it works, 1983.
TSR 2017, Unearthed Arcana, 1985.
2Dragon Magazine Issue 218, Magic Resistance, Step by Step, June 1995. [2e]

Surprising Exceptions

Last Updated: 240216..251210

Surprise is elegant for creatures using d6—roll a single die to determine both if and how long the party is surprised, modifying the range on the d6 to determine both likelihood and duration. When encountering creatures that don’t use a d6 to determine surprise, surprise gets … complicated.  Here’s one way to resolve those contradictions.

By default, a 1-2 on a d6 determine surprise, with a duration of up to 2 segments (1 segment on a 1, and 2 segments on a 2) with a potential +1 bonus for being hidden as well as a +1 bonus for being silent.  If  the party is surprised only on 1 in d6, the overall chance and duration of surprise is reduced by 1, e.g., if something would normally surprise 4 in d6, the net result is they will be surprised only on 3 in d6 (DMG, p. 62) for 1-3 segments. You can solve separately for likelihood of surprise and duration of surprise; for this example, one can roll a d6 for surprise, and a d3 for duration— the same probability as rolling one die for to determine both surprise and duration. That can be a useful when determining the duration of surprise for creatures with a surprise range different than a d6.

Never/Always Surprised

Creatures that can never be surprised can be treated as surprised on 0 in 6, and then modified appropriately.  Any time the range of surprise for a group would be reduced to 0 (e.g. , a 0 in d6 chance), the die size is incremented instead (next 1 in d8, then 1 in d10, etc.). Blackmoor uses this for the monk (“At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10.”). The same applies in the other direction, if the chance of Surprise is increased to 1-6 in d6, converting the roll to 1-7 in d8, etc.

Determining Surprise Duration

Creatures with a non-d6 likelihood of surprise (e.g, “surprises 7 in 8”) don’t specify the potential duration of surprise, and fairly obviously the greenhag (with a potential 19 in 20 likelihood to surprise) shouldn’t have a potential 19 segments of surprise.

Examining the various monsters, in addition to “hidden” and “silent” other characteristics can increase or decrease surprise: creatures described as particularly silent, being particularly hidden, leaping, keen senses, ultravision, etc. Surprise duration therefore defaults to up to 2 segments, modified by:

  • +1 segment for silent opponent
  • +1 segment for hidden opponent
  • +1 or +2 segments for other extenuating circumstances (extra hidden, extra silent, leaping, etc.)
  • -1 segment if harder to surprise (ranger, alertness, vibrations, scent, keen hearing, etc.)
  • -1 segment for those “never surprised”

 

To determine the duration of surprise of a non-standard surprise roll (e.g., the greenhag’s surprises on 19 in 20), roll once to determine surprise. Then, independently, roll again to determine the duration using by the creature’s abilities (see Appendix A) to determine the potential duration. If there’s no modifier, the duration range is the default 2 segments—roll d2. If the duration range would be 3 segments, roll d3, etc., with a practical maximum of 5 segments (the longest normal duration of surprise on a d6).

For example, the piercer surprises 19 in 20, but the criterion for the piercer is “indistinguishable from stalactites”, a “hidden” result increasing the potential surprise range by 1m from 2 in 6 to 3 in 6, or 3 segments of potential surprise. Roll a d20 to determine if surprise exists, and a d3 to determine the duration.

Easy! All you need to know is WHY creatures are more likely to surprise (included in monster descriptions, See Appendix A). Whether it’s a percentage, or a different die (d8, d10), you can determine whether they’re surprised, and determine the duration depending on the conditions of surprise (hidden, invisible, etc.) listed.

Let’s look at a (if not the) problematic case—greenhag, surprising 5 in 6, but 19 in 20 when invisible:

Because of their coloration and the fact that they are 90% likely to be able to move silently and hide in foliage (even of the underwater sort), greenhags surprise 5 in 6 (19 in 20 if attacking from invisible state).

The greenhag has several things going for it: its coloration, its 90% ability to move silently and hide in foliage, and its ability to be invisible. So, presuming the greenhag made a 90% roll, the potential duration of a normal opponent’s surprise should be 5 segments: the base 2 segments, +1 segment for being hidden (in shadows and foliage), +1 segment for being silent, +1 segment for coloration (extenuating)—aligning with the defined non-invisible 5 in 6. In the case of the greenhag, invisibility increases its chance to surprise to 19 in 20, but the potential duration is still 5 in 6 (roll a d5 for potential duration of surprise).

Interactions

In the case where the party is surprised on 1 in d6, the overall chance and potential duration of surprise is reduced by 1. If the party is surprised only on 1 in 6, then if the other side would normally surprise 4 in d6, the net result is the party will be surprised only on 1-3 in d61. The potential duration or surprise decreases as well as the chance of surprise.

The Atomie is only surprised 1 in 10. So how do we adjust the atomie’s chance of being surprised (1 in 10) when confronted with a ranger? The ranger surprises on 3 in 6 (1 better than the default 2 in 6). The ranger increases the chance of surprise by 1, so the atomie can be surprised by a ranger on 2 in 10. That 10% increases is not mathematically accurate if you’re working under the assumption that the ranger’s 16.66% increased chance is true for all creatures, but the atomie is not a normal creature! Why, by default, assume that the ranger’s increased chance is 16.67%? It makes sense that the ranger is slightly less effective at surprising the hard-to-surprise atomie. If the atomie is surprised, the ranger also increases the potential duration by 1, so up to 2 segments (d2) of surprise.

Since an increased chance to surprise is always additive (typically +1 segment), you can readily adjust the chance to be surprised by adding 1 to the range, whether it’s d8, d12, or d20. If the chance to be surprised is in percentages, convert it to a standard die (10% is d10, etc.) to make the modification.

“Because of their highly acute senses, including infra- and ultravision, [greenhags] are surprised only 1 in 20.” Roll a d20. If the greenhag is surprised, it is surprised for 1 segment. If the greenhag’s opponent is invisible, the greenhag can be surprised for up to 2 segments (you can use 1 on d20 for 1 segment, and 2 on the d20 as 2 segments, or roll surprise separately).

Examples

A piercer surprises 95% of the time (19 on d20). Roll % for surprise. Surprise could last up to 3 segments (the standard 2 segments, +1 for being hidden (“indistinguishable from stalactites”).

The atomie surprises 90% of the time due to being “nimble and fast”. Normally they could surprise for up to 2 segments, plus 1 segment for being “nimble and fast”, so capable of surprising for 3 segments (d3). If they’re invisible, they could surprise for up to 4 segments—roll d4 for the duration of surprise.

A 5th level monk is surprised 26% of the time. Roll % for surprise. Surprise could normally last up to 2 segments (the standard), but if their opponent is silent and invisible it could be up to 4 segments—roll d4 instead of d2.

 

And now, the most extreme example: the 17th level monk vs. the invisible silent hidden greenhag.

  • The chance of a 17th level monk being surprised is 2%, and their chance of surprising is 2 in 6. The monk can be surprised for 2 segments, and surprise for 2 segments.
  • The chance of an (invisible) greenhag being surprised is 1 in 20, and their chance of surprising is 19 in 20. The greenhag can be surprised for 1 segment, and surprise for 5 segments.

Calculating the chance of the greenhag to be surprised is relatively simple, given the monk’s chance of surprising is the normal 2 in 6. The greenhag is surprised on 1 in 20, for 1 segment.

The crux is comparing the monk’s reduced chance of being surprised (2% or 2 in 100) vs. the greenhag’s increased chance of surprising (19 in 20).  The default is the defender (monk) reduces the range of the attacker (greenhag), so the greenhag would surprise on 17 in 20 (decreasing the range by 2 for the monk’s 2 in 100), for d3 segments (as the potential duration of surprise also decreases by 2).

 

So there you have it. When in question roll (and modify) the chance to surprise and the duration of surprise separately.

Appendix A—Increased chance to surprise

Here’s a list of all the creatures with non-standard surprise rolls, and why. Factors can be: hidden, silent, fast, flying, leaping, special (typically more hidden than hidden or more silent than silent).

MM: Piercer surprise 95%, “indistinguishable from stalactites”, hidden (+1)
FF:Fire Snake surprise 60%, “color matches surroundings”, hidden (+1)
FF:Fog Giant surprise 80%, “blend into fog”, hidden (+1)
FF:Khargra surprise 7 in 8 (5 in 6 against dwarves/gnomes), “leap from wall”, hidden (+1), silent (+1), special (+1)
FF:Meenlock surprise 80%, “moving very silently”, silent (+1), special (+1)
FF:Needleman surprise 75% in undergrowth, “nearly undetectable”,  hidden (+1), silent (+1), special (+1)
FF:Snyad surprise 90%, “totally silent, move with great speed”, silent (+1), fast (+1)
FF/UA:Svirfneblin surprise 90%, “move very quietly”
FF:Xill surprise 90%, “emerge from Ethereal Plane”, hidden (+1), silent (+1)
MM2:Atomie surprise 90%, “nimble and fast”, special (+1)
MM2:Bookworm surprise 95%, “changes reduced to 50% if victim can see invisible things”, hidden (+1), special (+1)
MM2: Greenhag surprise 19 in 20 if invisible, “coloration, 90% move silent and hide in foliage”, hidden (+1), silent (+1), special (+1)
MM2:Grigs surprise 90%, “leaping ability”, leaping (+1) [note, when invisible at will, hidden (+1)]
MM2:Grim surprise 1 in 10, “senses”, special (+1)

Appendix B—Decreased chance to be surprised

FF:Caterwaul surprised 10%, “keen hearing, exceptional sense of smell”
FF/UA:Drow surprised 1 in 8, “move … with graceful speed” and “superior infravision”
FF:Gorilla bear surprised 15%, “excellent hearing, smell, and eyesight”
FF:Kuotoa (Monitor) surprised 1 in 10, “see into the infrared and ultraviolet spectra, and vibrations within 10′ can be felt by these creatures”
FF:Sussurus surprised 5% (15% in windy conditions), “sees and hears though vibrations and disturbances in the air”
FF/UA:Svirfneblin surprised 1 in 12, “keen hearing and smelling abilities”.
MM2: Atomie surprised 10%. “double human hearing, 2x visual range”
MM2/UA:Duergar: surprised 10%
MM2:Greenhag surprised 1 in 20, “highly acute senses, incl. infra and ultravision”
MM2:Grigs 10% surprised, “hearing equal to double human norm, 180′ infravision, ultravision”
MM2:Mimimal (leopard/lion/jaguar/tiger) surprised 1 in 12
MM2:Shator: surprised 10%, “excellent auditory and olfactory senses along with infra and ultravision”
MM2:Swan surprised 1 in 10, “exceptional senses”
UA: Barbarians: Surprised 10% (5% familiar terrain), “hide in natural surroundings”

Worth noting the overall text on minimals says they are 1 harder to surprise, and carnivores are +1 to surprise for those without s special surprise ability noted.

PHB Monk: “At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.”
And the Blackmoor monk as so clearly the origin: “At 3rd level monks are surprised only on a roll of 1 in 6, at 5th level only 1 in 8, and at 7th level and above only 1 in 10. Note, however, that extremely silent creatures will double surprise possibilities, i.e. halflings, thieves, bugbears, and undead double possibilities.”

References

1DMG, p. 62.

“Example: Party A is surprised only on a roll of 1, but party B surprises on 5 in 6 (d6, 1-5) due to its nature or the particular set of circumstances which the DM has noted are applicable to this encounter. The favorable factor normally accruing to party A is 1, i.e., parties of this sort ore normally surprised on 1 or 2, but this party is surprised only on a 1 – therefore they have an additional 1 in 6 to their favor (and not a 50% better chance). Party B will surprise them on 5 in 6 less 1 in 6, or 4 in 6. Assume A 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 lost for only 2 segments (4-1 = 3,4-2 = 2). ”

Dragon Magazine, Issue 133, “Surprise: Determining who gets the drop on whom”, May 1988.

No rule is completely worthless; it can always serve as a bad example

Last updated: 220220..250903
worthless@corwyn.net

Whenever rules are confusing, one normally turns to the examples to figure it out. In AD&D, don’t rely on it. Many of the examples contradict the rules as written. Indeed, using a baseline of, “the example is how not to do it” will sometimes serve in better stead.

Let’s look at some … examples.

MM, p. 30: “With a shout the party strikes with a general bonus of +3 to hit. They all succeed, and the halfling thief gains quadruple damage bonus of striking from behind!”

No mention of the thief’s +4 bonus for striking from behind. And the thief’s damage multiplier comes only with surprise (DMG, p. 74, “Thieves and assassins quadruple damage from a surprise back stab“).

 

PHB, p. 9: “If a character could normally carry 500 gold pieces without encumbrance, but the character had strength of 17 instead of the normal 8-11 range, 1,000 gold pieces could be carried without incurring movement penalty.”

From this quote, one might infer that the baseline for an average PC is 500 gp (50#). Yet that’s contradicted everywhere else. The PHB (p. 100) defines how movement is affected by encumbrance as: ≤ 35#, ≤70#, ≤105#, more than 105#. No 50# as part of the range. While WSG and DSG meddle a bit with the lower range of encumbrance (mostly adding a new classification of Unencumbered in the context of swimming), they still use 35/70/150 as the break points. OA meddles with the upper range of encumbrance, defining each 35# as a 3″ decrease in movement.

PCs don’t default to a base 50# of “free” encumbrance.

 

PHB p. 10: “Example: A character with an intelligence of 12 desires to know a charm person spell that he finds in a book or scroll, percentile dice are rolled, but the number generated is 52, so that spell is not understood and can not be used by the character.”

From this, one might interpret that one does not check Chance to Know Each Listed Spell until the spell is actually encountered. However, according to Minimum Number of Spells/Level, “If one complete check through the entire group fails to generate the minimum number applicable according to intelligence score, the character may selectively go back through the group, checking each spell not able to be learned once again. This process continues until the minimum number requirement has been fulfilled.” There’s only two ways there’s a complete check through the entire spell group (all the spells of that particular level): You check the entire spell group when gaining access (by leveling) to the spell group, or you only use Minimum Number after the mage has actually encountered all the spells of the spell group and not reached the minimum. Given the typical mage will never encounter all the spells of a spell group, checking Chance to Know until at least the Minimum is reached is the only practical implementation of the Minimum Number. Later text in the PHB confirms checking the entire list—”Although the magic-user must immediately cease checking to determine if spells are known after the first complete check of each spell in the level group”— as otherwise there’d be no need to immediately cease.

 

PHB, p. 12: “The wicked necromancer polymorphs (others) his hireling into a giant roc, with the rather foolish agreement of the changee; the hireling must make a saving throw based on his constitution score using the table above.”

While the text here states, “saving throw”, the clear intent is a System Shock roll, not a saving throw. If polymorphed, a PC would make a saving throw against the spell, and then a System Shock check to determine if changing form killed them. In this case, the hireling has agreed, so must only make a System Shock roll.

 

PHB, p. 34: “Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points.”

and the corresponding example in the DMG, p. 82:

“Consider a character who is a 10th level fighter with an 18 constitution. This character would have an average of 5.5 hit points per die, plus a constitution bonus of 4 hit points, per level, or 95 hit points!”

Doing the math there, the PHB 10th level fighter has a 17 Constitution, gaining +3 hp/ level for 10 levels. The DMG fighter is calculated based on a 5.5 average of 10 hit dice + 40. However, the Constitution HP bonus applies to Hit Dice, not level.  The maximum number of Hit Dice are defined for each class on PHB, p. 19, Character Classes Table I and fighters stop gaining hit dice at level 9.

To support that, the PHB, p.  12 reads: “Hit Point Adjustment indicates the subtraction from or addition to each hit die for a character… the additional hit points for each hit die due to superior constitution is +2″ and further repeatedly emphasizes it on p. 19:
“**The ranger beings with two eight-sided hit dice (2d8), but thereafter goes up one die per level, to the indicated maximum, as do all other classes. The monk begins with two four-sided dice (2d4), and goes up thereafter as do rangers, at one die per level.”

“Maximum Number of Hit Dice assumes that the character has no racial limitation to prevent rise commensurate with the number of hit dice. Note that additional hit points are still gained with increase in level, even though no additional hit dice can be, in those cases where there is no class (or race) level limit. ”

That’s additionally supported in Dragon #144: “Q: Do characters still get constitution bonuses to their hit points after reaching “name” level? A: No. Once the character stops gaining new hit dice, he also stops gaining constitution bonuses.” and the Cavalier text in UA, p. 14: “The character’s hit-point bonus for high constitution (if applicable) is first received at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal.”

Both examples erroneously assume fighters gain 10 hit dice, not 9. The PHB and DMG fighter should have a Con bonus of 27 (9×3) hit points, not 30!

 

PHB, p. 44: “Detect Evil: This is a spell which discovers emanations of evil, or of good in the case of the reverse spell, from any creature or object.”

However, the DMG (p. 60) goes on to say:

“It is important to make a distinction between character alignment and some powerful force of evil or good when this detection function is considered. In general, only a know alignment spell will determine the evil or good a character holds within. It must be a great evil or a strong good to be detected. Characters who ore very strongly aligned, do not stray from their faith, and who are of relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions.”

Detect Evil won’t work on characters unless they are at least 8th level.

 

PHB, p. 105: “A party of 5 characters – a magic-user, a cleric, a thief, a human fighter, and a dwarf fighter surprise an illusionist with 20 arcs. The opponents are 30′ distant, and the magic-user immediately begins casting a sleep spell. The cleric also prepares to cast a spell, silence, 15′ radius. Meanwhile, the thief darts to the rear of the party to attempt to hide in the shadows and attack from behind when opportunity presents itself; the human fighter nocks an arrow and shoots it at the illusionist; and the dwarf hurls an axe.”

The party has surprise (which, while unspecified, must be for one segment given the example). The fighter nocks an arrow and shoots it.  However,

DMG, p. 63: “Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds. Once surprise segments are over, melee proceeds normally on a round-by-round basis.”

Even if our fighter wasn’t ready, he should have fired two arrows, not one. Were he ready, he should have fired more. How many more is a different discussion.

 

PHB, p. 105: “The illusionist/orcs win initiative, and while the former begins a spell of his own, the latter rush to attack, hurling spears as they come. A spear hits the magic-user, so the sleep spell is spoiled.”

How exactly is the Sleep spell spoiled? Sleep takes but 1 segment to cast, and the magic user began (and completed) casting that spell during their 1 segment of Surprise (see above):

PHB, p. 103: “… magic spells require the proper number of segments of casting time, regardless of surprise.”

DMG, p. 61: “Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells are usually but 1 segment long, as are some other spells, and these spells are possible to use in a surprise segment.”

 

PHB, p. 105: “[During the Surprise segment] the thief darts to the rear of the party to attempt to hide in the shadows and attack from behind when opportunity presents itself”.

During Round 1, the thief is “successfully slinking and sliding around in the shadows [past 20 orcs and the illusionist 30′ away, to end up behind the illusionist]”. And Round 2 the thief stabs the illusionist from behind with his sword!

So our thief managed to somehow move behind everyone while Hiding in Shadows. Yet it’s not possible to move while the area is under observation (say, by 20 orcs and an illusionist):

PHB, p. 27: “Hiding in shadows is the ability to blend into dark areas, to flatten oneself, and by remaining motionless when in sight, to remain unobserved.”
DMG, p. 19: “this is NEVER possible under direct (or even indirect) observation. If the thief insists on trying, allow the attempt and throw dice, but don’t bother to read them, as the fool is as obvious as a cool pile in a ballroom. If a hidden thief attempts movement while under observation, the proverbial jig is up for him or her.”

 

DMG, p. 20: “Therefore, if an 8th level assassin snuck up on and surprised a 10th level magic-user in the dungeon and successfully assassinated him, the assassin would receive 1,000 x.p. plus another 100 x.p. since the magic-user was 2 levels higher than he. However, since it was a simple mission, the total 1100 x.p. would be multiplied by 1/2, giving 550 points. This is added to the 2400 x.p. normally received for killing this magic-user, making a final total of 2950 x.p.  earned, exclusive of fees.”

The implication here is that an assassin sneaks up and surprises while on a “simple mission”. Yet assassination comes in two forms, the planned assassination (“missions”) and that which occurs during a standard encounter. PHB, p. 29: “Assassins attack on the same combat tables as thieves do, including back stabbing. However, if they surprise (q.v.) a victim, they may attack on the ASSASSINATION TABLE. … The assassin decides which attack mode he or she will use: assassination, back stabbing, or normal melee combat.”  With surprise during a standard encounter, assassins can use the assassination table if they have surprise.  For a planned assassination, DMG, p. 75: “If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player involved…” and DMG, p. 20: “The explanations for difficulty given under SPYING should be used as guidelines”.

That’s fairly clear. For normal attacking, assassins can use the ASSASSINATION TABLE. The DMG reference on p. 20 is simply clarifying that, combat counts as a “simple” assassination for purposes of calculating XP. Assassination missions are similar to spying missions.

 

DMG, p. 41: For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8).

A fire giant skeleton would have 11d8 hp? Yet in MM2, an animated giant skeleton (created by the 5th level Animate Monster spell) would have 6d8 hp. This is at least reasonably clearly that a fire giant skeleton created with Animate Dead would have d8 + 10 hit points (at least in the context of the later MM2). Otherwise the 3rd level Animate Dead spell is far more powerful.

 

DMG, p. 71: “Balto attacks Aggro (who is in AC 2) with his staff. He needs a base 18 to hit, and the -7 armor class adjustment for sword vs. plate mail and shield makes this a 20.”

The DMG errata clarifies this is a staff, so it’s the AC adjustment that is wrong.

 

DMG, p. 71: “First, Arlanni the thief, who had her sling ready (as the player had stated previous to the encounter), fires a shot at Blastum, who is obviously a magic-user.”

In this case, Party A (which includes Arlanni) has two segments of surprise. While the PHB permits only 1 arrow / segment of Surprise (“Physical attacks during surprise situations are also possible on o 1 per segment basis, whether the form is by weapon, projectile, or method intrinsic to the creature”), the DMG changed that to: “Even if distance prevents striking with weapons, the discharge of arrows, bolts or hand-hurled weapons is permissible at three times the normal rate providing the weapon/missiles are ready, otherwise at normal rates for rounds.”

 

 

DMG, p. 71: “Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief…

Blastum casts a spell, and then moves? PCs can’t cast spells and move. They can’t move before casting as spell either (with the exception being flying). One must conclude that the “steps forward” is flavor text as the two parties are “only 10′ apart” and Arlanni is considered in reach.

 

DMG, p. 71: “Meanwhile, Blastum has been preparing a shocking grasp spell, and now he steps forward and touches (rolls a successful “to hit” die score) Arlanni the thief, delivering 10 points of damage (1-8 + 4). There is no saving throw: Arlanni has only 8 hit points, and dies. … On the left, Aggro again attacks Balto with his axe. He rolls a 12 and hits him for 5 points. Balto only had two points left, so he is dead.”

But do Arlanni and Balto die at -2 and -3 hit points respectively? When exactly do PCs die? We know from DMG p. 82:

“When any creature is brought to 0 hit points (optionally as low as -3 hit points if from the same blow which brought the total to 0), it is unconscious. In each of the next succeeding rounds 1 additional (negative) point will be lost until -10 is reached and the creature dies.”

There are a number of ways to parse this whole thing incorrectly, making the example even more confusing. PCs go unconscious when at—or below—0 hit points (optionally not falling unconscious until -3 hit points), and die at –10 hit points. DSG supports that: “When a character’s hit point total reaches -10, he is dead.”

 

DMG, p. 97: “A large spider has surprised her [the MU]. As she went to examine the refuse it dropped from its web. It landed on her back and bit her. Before you can take any action, she must make a saving throw with t 2 on her die, of course, and then she and the spider must dice for initiative and fight a round of combat. After that the rest can try to do something.”

Why exactly would the MU be rolling for initiative when the rest of the party is not? There’s surprise, and then party initiative.

 

DMG, p. 98: “(Rolling a d6 behind a screen so that the players cannot see the result which would normally indicate if noise were detected or not, if applicable, when a character listens. In this case the DM knows what will be heard, but pretends otherwise.)”

There’s no indication anywhere else that a d6 is rolled for hear noise. When listening at a door (DMG, p. 60), a d20 is rolled.

 

The Dimwall encumbrance example in the DMG (Appendix O, p. 225) suggests the capacity of a backpack as at least 400:

  • hand axe: 50
  • 3 flasks of oil: 20 × 3
  • a candle: 5
  • 3 small sacks: 5 × 3
  • 1 large sack: 20
  • 7 torches: 25 × 7
  • 50′ Rope (lashed): 75

Total: 400

And his companion Druge:

  • 10 spikes: 10 × 10
  • 1 week’s iron rations: 75
  • flask of oil: 20
  • 50′ rope (strapped): 75
  • heavy crossbow (hanging from pack): 80

Total: 350

Now both examples include rope “lashed in a bundle” but lashing stuff to the pack as far as I’m concerned is a standard pack thing. If you don’t count the rope, Dimwall’s backpack capacity is 325. Yet the AD&D Character Sheets list the capacity of a backpack as 3 cu. ft (300 gp).

While the weight of a standard spell book is 150 gp, “The encumbrance value of a spell book equal to three times its weight (450 gp or thereabouts), although it is correct to assume that a volume will fit within an otherwise empty backpack or large sack.” (UA, p.  79). It makes more sense to assume it’s just barely squeezing into a pack with a 400 capacity than a pack of 300! 400 is consistent with the earlier value of 400 cn in Set 1: Basic. The Character Sheets are wrong.

 

Depending on your edition of the DMG, the extended combat example on p. 71 has numerous errors. They’re updated in the errata for the DMG and later printings of the DMG, so I won’t detail them further here.

 

Anything else?

References

Players Manual: Set 1: Basic Rules, 1974.
TSR 2010, Players Handbook [1e], 1978.
TSR 2011, Dungeon Masters Guide [1e], 1979.
TSR 9028, Player Character Record Sheets, 1984.
TSR 2017, Unearthed Arcana, 1985.
Dragon Magazine Issue 124, Packing It All Away, August, 1987, p. 54.

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

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

 

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.