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* * ******* ******* * * ** * * *** * ***** * * * * * ** ** * * * * * * * * * * * * * * *** ***** * * * * * * * * * * * * * * * * * * ** * * **** * * * * * * * ******* ******* ----------------------------------------------------------------- THE REVISED COMBAT SYSTEM FOR ADVANCED DUNGEONS & DRAGONS by Kevin L. Seachrist kevster@brahms.udel.edu ----------------------------------------------------------------- SECTION 0: DISCLAIMERS, TABLE OF CONTENTS, AND INTRODUCTION _________________________________________________________________ _________________________________________________________________ NOTE: You will need to view C2 in a fixed-width font for best results, or manually convert all tables (which originally appeared in MS Word format--email me to request it). Table of Contents: (*indicates a new section to the manual from the October original release) Part 0: Table of Contents Disclaimers Changing The System: An Argument Part 1: [A Phase-Based Round: Introduction To Phase System I] Basic Procedure Overview Basic Procedure Explained Part 2: [Advanced Rules] Spellcasting Psionics Physical Attacks (Melee And Missile Fire) Movement *Movement Option: Half-Segment Incremental Movement Miscellaneous Preparation Surprise Part 3: [Phasing Out The "Round": Phase Initiative System II] System II Initiative Roll System II Spellcasting System II Physical Attacks Part 4: [Phase System Supplemental Rules] Introduction: New Abilities, New Rules Critical Hit And Miss Tables I *Critical Hit And Miss II: Severity Rules (Includes Some Specialization) Part 5: [Combat II Magic System] Mana: Memorization Is For Keeps Spell Points: Mana System I Spell Slots Per Level: Mana System II Learning New Spells (And Forgetting Old Ones) Acknowledgments --disclaimers and such-- This file is freeware, but may not be sold whole or in part for a profit in any form, published, or uploaded without the consent of the author. However, you may freely print and distribute Combat II and modify it for personal or gaming circle use. In order to fully understand and implement the system, you will need to have the PH and DMG at hand, as many specific rules and tables are still in effect under Combat II (in fact all rules not discussed herein are still viable). C2 is an enhancement and transformation of a combat system largely left unrevised since the "Advanced" was tagged to the "Dungeons & Dragons." Combat II is not a new game: existing modules, monsters, character kits, etc. can be easily updated to C2 rules. ---------------Standard TSR Disclaimer (for MPGN)---------------- This item incorporates or is based on or derived from copyrighted material of TSR, Inc. and may contain trademarks of TSR. The item is made available via MPG-Net under license from TSR but is not authorized or endorsed by TSR. The item is for personal use only and may not be published or distributed except through MPG-Net or TSR. ----------------------------------------------------------------- (No, this is neither MPGN nor TSR, but enough other house rules circulate via E-mail or usegroups to warrant C2's inclusion). Update: January 1995 ________________________________________________________________ CHANGING THE SYSTEM: An Argument ________________________________________________________________ >From the First Edition rules on, a round has always contained three major components which cannot easily be reconciled on the same time scale: physical attacks, with Speed Factor (SF ); spellcasting, with Casting Time (CT); and movement, with movement bases and current speed (I'll use the abbreviation MV). The question of who begins and ends an action first could be answered easily when comparing similar actions (a CT 3 spell goes off before a CT 4, etc.) but not when dissimilar types of actions compete. How long is the time interval between CT 9 and one full round? In the mist-shrouded First Edition rules, the Casting Times were in SEGMENTS (6 seconds each, 10 per round), so a CT of 9 is one segment shy of a full round. The present rules eliminate segments, keeping the round as the sole (lengthy) unit of time measurement for a combat. The PLAYERS HANDBOOK now states that when no label is given next to the casting time, it represents the number added to a combatant's initiative roll, thereby keeping weapons and spells on the same relative time scale. However, despite SF's and other initiative modifiers which can exceed 10, the 2nd ed. PH never give a CT above 9, except for those measured in rounds or turns, suggesting that a CT of 10 would in fact take a full round. Segments work fine for Casting Time, but weapon speeds cannot possibly be measured in 6-second intervals--how could multiple attacks or fire rates above 1/round occur for weapons with SF greater than 5? By this logic, Speed Factor and Casting Time are incompatible scales: almost all weapons SHOULD strike faster than most spells, particularly spells requiring close to the entire melee round to cast. As the 1st ed. rules had it, a weapon makes continual combinations of attack/ parry/ recover, but only one of its attack motions has a chance to pierce the opponent's defenses. What other explanation applies to an experienced swordsman who could conceivably make a slash or thrust almost every SECOND of a melee round? Casting a spell, on the other hand, requires intense concentration, and typically also calls for precise vocal inflections and body gestures. We already know that any physical or magical hit against the caster automatically foils the attempted spell once begun. Watch any Kurasawa samurai film, then ask yourself what a swordsman is assumed to be doing against a stationary spellcaster who cannot break concentration long enough to dodge a single blow. How many seconds does it take to cast a CT 9 spell? More than is healthy. The initiative system suggested in the Player's Handbook adds an appealing, but problematic, random element to the issue of who does what and when, representing how either individuals or entire groups can determine and execute their actions a bit more quickly than their opponents. The combatant with the lowest d10 roll (with adjustments) attacks first, then the next lowest, etc., cycling back to the lowest again if any attacks per round remain. This begs the question of just how long a melee round should continue--for a finite period of time or until all combatants get a chance to do everything the rules tell them they can? Also, the d10 becomes more of a regulator of who goes first that is the strategic choice of spells or fast weapons. The present rules further assume all actions for the round are declared up front (no significant change of plans allowed) and all opponents are already within striking distance. What happens when an orc with a short sword (SF 3) needs to close 40' in order to hack a Longbowman (SF 8) who is already targeting the orc? What if a mage must wait for allies to clear an area before evoking a FIREBALL? Finally, what can combatants who attack quickly do while waiting for the round to end, beside stand still and defend? Under present 2nd ed. rules, movement is scarcely addressed. A warrior may move up to his full allowance in a round, but only if she foregoes all attacks. On the other hand, an archer may move up to half his allowance and still fire one arrow (p. 96). What if the warrior need only run half her movement allowance in order to engage in melee? If she is normally allowed two attacks, must she lose both? Outside of game constraints, she'd be slashing away the moment she closed. It's time these considerations were accounted for properly under combat rules. The old system did serve the purpose of keeping things simple, but it also forced the DM to make continual judgment calls concerning how much combatants could get away with in a round. What follows below is a system designed to combine a greater "realism" in a combat by reconciling the timescale discrepancies as much as possible, but without compromising smooth, rapid playability. The impact on the combat round will be immediate and far-reaching, creating a dynamic combat environment, placing a premium on battle tactics over lucky dice. ________________________________________________________________ ________________________________________________________________ SECTION 1: A PHASE-BASED ROUND: INTRODUCTION TO PHASE SYSTEM I ________________________________________________________________ ________________________________________________________________ A PHASE-BASED INITIATIVE SYSTEM: This system, and its variant Phase System II, assumes the use of miniatures for marking combatants' positions. It also assumes that the playing group seriously considers issues such as weapon or casting speeds in a round, rather than using a simple unmodified group initiative roll, which is faster, but less realistic and dynamic. A Phase System I round has a real-time beginning, middle, and end, though much can happen within it. The round is divided into several discrete opportunities for movement, melee and spell casting: the combat PHASES. Each phase permits a SLIGHT speed advantage to the side winning initiative for the round (the "winner" column vs. the "loser"). As you can see from Table 1, the phases are subdivided into HALF-SEGMENTS, a series of brief increments which helps distinguish slow attacks from fast ones. Casting Time SEGMENTS alternate between active and inactive half-segments depending on the caster's "winner" or "loser" initiative status: one caster can get the drop on the other even if their spells have the same CT, but a lower CT would automatically discharge faster. While the group of four phases allows several opportunities for casting, movement, and physical attacks, it is also unforgiving for missed or delayed action. As table 1 illustrates, in each phase of the first three phases a combatant may do ONE of the following: --move up to 1/3 MV (may accelerate/decelerate first) --make one attack (one per phase up to normal number of attacks per round) --begin to cast a spell, or continue casting one from a previous phase. Only one spell may be completed each round. --perform a brief miscellaneous action such as re-string a bow or gather material components. Therefore a combatant with one attack per round has three opportunities to make her attack before the round ends, but may still perform other actions in the remaining phases, including movement. A combatant with multiple attack routines may use whichever combination of eligible phases best suits his purposes, combining attack phases with movement phases, up one attack per phase. To return to the earlier example of the archer and the orc, if an orc must move into position , he has to wait until the next phase to actually swing an axe, while a stationary archer 40 feet away could wreck the monster's whole day before it takes a step. Along the same lines, a fighter with multiple attacks per round will still only have one attack opportunity during the round if he needs to spend the first two phases closing with the opponent instead of attacking. Built on the assumption that casting time is measured in portions of a round (i.e. 6-second segments) and weapon speeds are relative, the phase system gives a distinct advantage to both natural and fabricated weapons over spells with long casting times, effectively reducing the SF time for any physical attack to approximately three segments of CT or less. A caster choosing a 1-3 CT spell is therefore still formidable even in the midst of battle. TABLE 1: PHASE SYSTEM I: THE NEW COMBAT ROUND +--------+-----++--------+--------+------------+----------+ | Phase | Half|| CT | CT | Melee/Move |Melee/Move| | | Seg || Winner | Loser | Winner | Loser | +========+=====++========+========+============+==========+ | | 1 ||1 | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 2 ||########|1 | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | 1 | 3 ||2 |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 4 ||########|2 | SF 7-9 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 5 ||3 |########| SF 10+ | SF 7-9 | | +-----++--------+--------+------------+----------+ | | 6 ||########|3 |############| SF 10+ | +========+=====++========+========+============+==========+ | | 7 ||4 1 | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 8 ||########|4 1 | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | 2 | 9 ||5 2 |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 10 ||########|5 2 | SF 7-8 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 11 ||6 3 |########| SF 10+ | SF 7-8 | | +-----++--------+--------+------------+----------+ | | 12 ||########|6 3 |############| SF 10+ | +========+=====++========+========+============+==========+ | | 13 ||7 4 1 | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 14 ||########|7 4 1 | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | 3 | 15 ||8 5 2 |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 16 ||########|8 5 2 | SF 7-9 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 17 ||9 6 3 |########| SF 10+ | SF 7-9 | | +-----++--------+--------+------------+----------+ | | 18 ||########|9 6 3 |############| SF 10+ | +========+=====++========+========+============+==========+ | 4 | 19 ||1 round |########|############|##########| | +-----++--------+--------+------------+----------+ |endphase| 20 ||########|1 round |############|##########| +--------+-----++--------+--------+------------+----------+ *: Indicates losing side must state intentions first. THAC0, ARMOR CLASS, AND DAMAGE: Attack rolls, chances to hit, and damage determination remain the same as standard 2nd Edition rules unless otherwise specified. ________________________________________________________________ BASIC PROCEDURE OVERVIEW: ------------------------ A. GROUP ROLL FOR INITIATIVE: Each group of characters rolls a d10, with the lowest roll winning initiative. B. INDIVIDUAL MODIFIERS: Each individual modifies group roll by Reaction Adjustment for DEXTERITY. A high dexterity may put a "loser" onto the winner's track, while a low DEX may do the opposite. "Winners" receive no further bonus, nor "losers" further penalties. C: PHASE 1 BEGINS: STATE INTENTIONS. Starting with initiative losers, each combatant must state if they intend to move, attack or cast, or engage in some miscellaneous activity. Winners may take this into consideration when stating their own intentions. D: DM BEGINS COUNTING HALF-SEGMENTS. All actions listed across row are simultaneous. E: CASTING/PHYSICAL ATTACKS: Read each half-segment row as the order of events for both initiative winners and losers. All actions on the same row are simultaneous and cannot preempt the completion of actions by other combatants that half-segment. F: MOVEMENT/ MISCELLANEOUS ACTION. Simultaneous, but resolve any conflicts by allowing initiative winners a slight advantage. See below for specifics of how movement is resolved. G: REPEAT FOR PHASES 2 AND 3. H: PHASE 4 (ENDPHASE): No movement. Complete all 1 round spells. I. NEW ROUND BEGINS. ________________________________________________________________ BASIC PROCEDURE EXPLAINED: ------------------------- A. GROUP ROLL FOR INITIATIVE: Roll for each significant group. This system assumes a party generally fights as a group and moves roughly as a unit. From a DM's perspective, this is an attractive alternative to rolling separately for massive numbers of forces. If a party is separated on the battlefield by a significant distance, each subgroup may roll separately. In the case of a multi-sided attack, low roll is the initiative winner, all others are losers. B. INDIVIDUAL MODIFIERS: The rationale behind allowing individual modifiers is simple. Some combatants are not affected by the confusion or hesitation of a group, others are slower in getting started than a fast acting group. C: BEGIN PHASE. STATE INTENTIONS. In each phase, a combatant may do one of the following: begin a spell and/or finish a spell with less than 4 remaining CT units (assuming it was initiated earlier in the round), OR make one attack routine OR move up to 1/3 MV. Initiative loser state intentions first, allowing winners that split second chance to second guess their opponents and react accordingly. IMPORTANT: Each combatant planning to cast or attack must declare a target. The figures for combatants planning to move should be oriented prior to attack rolls. D: DM BEGINS COUNTING HALF-SEGMENTS: Both the DM and each of the players should have a copy of table 1 so they can readily follow the ongoing sequence and their characters' places in it. All actions read across the row are simultaneous. Speed factors are grouped in small ranges both to speed up the sequence of attacks and to simulate the simple truth that few kills are instantaneous (a slightly slower weapon might still connect before the wielder dies). E: CASTING/PHYSICAL ATTACKS: The initiative losers declare whether or not they will begin a spell and also which opponents will be targeted for physical attacks. After they do so, the winner does likewise, adjusting to the loser's plans as necessary. As the DM begins to count off each half segment, casting begins and weapons make their respective wind-ups, with a slight speed advantage given to the initiative winners (refer to the winner/loser columns of table 1). Initiative therefore becomes the ability to anticipate the opponent, and to get a small but important lead in actions, but not to gain the sudden ability to perform time- consuming feats while the opponent stands and gawks. Killing an opponent on a half-segment prior to the opponent's attack preempts the attack. CALCULATING SPEED FACTOR: As per the Fighter's Manual and the Player's Handbook, Adjusted Speed Factor is based on the following formula: (Base SF - Magic bonus - Style specialization) NATURAL ATTACKS: Look at table 2 for natural attack Speed Factors based on size (these numbers are a modification of initiative modifiers for size found in the Player's Handbook, p. 94). These adjustments speed up the monsters somewhat for natural attacks, but penalize them appropriately for their ponderous size when using weapons. If the monster uses a weapon apart from its natural attack, always use the weapon SF instead, modified by the new size adjustment for weapons. I recommend these size adjustments affect PC's as well when they use weapons while ENLARGED or DIMINISHED. Table 2: Speed Factor Based on Size SIZE SF FOR NAT. ATT SF ADJ. FOR WEAPON Tiny 0 -1 Small 2 -1 Medium 3 0 Large 6 +1 Huge 8 +2 Gargantuan 10 +4 Speed Factor Modifiers: Table 55 of the PH may be directly translated to speed factor modifiers (p.94). SIMULTANEOUS ACTIONS: All actions taking place on the same half- segment are considered simultaneous--dying or other forms of incapacitation occur AFTER actions are performed. Declared targets may not be changed once the moment of impact has arrived, though the action may be canceled; however, a checked swing or a voluntarily interruption of a spell still constitutes an attack or the casting for the round. All "to hit" rolls for attacks against a particular target should precede damage calculation (see Overkill rule below). F. MOVEMENT: After attacks and spells have been resolved, all movement is conducted for those who did not otherwise engage. In a phase, each combatant may move up to 1/3 his current MV (a walking knight with a 12 MV can move 4 per phase). All movement is, for the most part, simultaneous, but if two or more combatants are attempting to race towards the same goal at the same speed, a slight advantage should go to the initiative winner. G. REPEAT FOR PHASES 2 AND 3: The casting of long spells continues according to the CURRENT phase's winner/loser track (beginning a spell on the winner track does not guarantee casting it as a winner). Note the second, third and fourth columns of CT times within the CT tracks. If the spell is begun during the second phase, its maximum CT cannot exceed 6, or 3 for the third phase. The caster needs to plan accordingly. H. PHASE 4 (ENDPHASE): 1 round spells are finished at this time. Units are assumed already to be in final position for the round--no movement or physical attacks are permitted. Under the four phase round, combatants with multiple attacks per round have three distinct chances to take their best shots, but movement constraints may not allow them to do so. Furthermore, the advantage given to the initiative winner is not an unfair one: a blindingly fast weapon in the hands of an initiative loser is still faster than an ungainly one wielded by the winner, but both are quicker than a CT of 4 or more--if a mage wants to cast long spells unmolested, he'd better get behind the grunts. _______________________________________________________________ _______________________________________________________________ SECTION 2 ADVANCED RULES _______________________________________________________________ _______________________________________________________________ Now let's look at the system refined further with a few special considerations. A. SPELLCASTING ---------------- Only one successful casting per round is possible due to the necessary time spent regaining concentration and allowing residual energy to dissipate. If a caster physically attacks an opponent, he cannot cast in the same round and vice-versa unless the spell requires a melee attack (see Touch Spell rule below). Material components must be in- hand at the beginning of a casting phase, or else one phase must be spent readying them. REPOSITIONING MOVEMENT: At the start of the phase prior to beginning a spell, the caster may move a step or two (max. 10') but must then add 1 to CT. TOUCH SPELLS: The actual touch may be attempted during the attack portion of the next phase or later. If the touch attack occurs in a subsequent round, however, it counts as the attack for the round (i.e. no casting, no further attacks unless normally allowed more than one physical attack). MOVEMENT AND SPELLCASTING: A caster MAY shift position slightly (up to 10') while casting if the spell has no somatic component, but receives no dexterity bonus towards AC during casting (he is NOT considered a stationary target, though). If the spell requires no somatic component, If the spell is designated to go off during the half- segments corresponding to movement, the caster may not move at all that phase if the spell has a somatic component. Initiative winners may elect to release a spell before, after, or at midpoint of the loser's movement. Losers automatically cast their spells at the end of all movement. Winners casting spells at other winners do so at midpoint of winner's movement. CASTER TAKES DAMAGE: If a spell is being cast during the current phase, the spell is ruined if the caster takes damage. The caster may then defend and move for the remainder of the round but may not begin a new spell. If the caster is hit PRIOR to the phase in which he will begin a spell, the casting phase is not forfeited, but will be delayed one extra phase if the caster fails a CON check. HOLDING A SPELL: This is a rule option popular in my playing circle. A caster may choose to temporarily contain the mystical energies of a cast spell, effectively increasing the CT by one or more before releasing the magic, perhaps allowing allies to clear the area or opponents to enter it. The maximum hold time is 6 CT (roughly 2 phases) which may increase the effective casting time to over 10, which puts the balance into the next round. If the caster takes a hit while holding a spell, the spell is still ruined. If the spell is held into the next round, it counts as that round's casting (no new spell may be started). The caster may move freely while holding a spell. ________________________________________________________________ B. PSIONICS ----------- Consider psionic actions as spellcasting with a CT of 1 unless otherwise specified. Some psionic abilities enhance physical blows and should allow subsequent physical attacks in later phases. Others preclude physical engagement in the fashion of magic use. SPECIAL OPTION: Tangents may be established at one per phase (our group allows up to 3 per round instead of the normal two to allow the psionicist to take advantage of contact next round). ________________________________________________________________ C. PHYSICAL ATTACKS ( MELEE AND MISSILE FIRE) --------------------------------------------- REPOSITIONING MOVEMENT: Before a physical attack the combatant may take a step or two (max. 10') but must then add 2 to his SF for that phase. RETARGETTING: If an intended target falls in melee during a half segment PRIOR to the attacker's hit attempt (someone else took it out first), the attack attempt may be delayed until a later phase, or a new target WITHIN STRIKING DISTANCE may be declared in the same phase with a +3 SF penalty to the attack. OVERKILL: Few battlefield kills are instantaneous, let alone instantly verifiable. If several allies are hammering away on the same opponent, an extra blow or two might fall before they realize that the opponent is dead. Therefore, targets may not be re-declared during the half segment the attacker's hit attempt actually occurs (i.e., the weapon has reached point of contact), nor may the attack be delayed until later once the critical half-segment has arrived--the combatants do not have enough time to ascertain that the opponent is already beginning to slump. Again, to simplify this rule, all "to hit" rolls during a half- segment, or at least all those directed against a single target, should take place prior to damage rolls. If a combatant anticipates his buddy will be more than a match for a wounded troll, perhaps he should move on instead of wasting an attack. Feigning the gravity of one's wounds suddenly becomes an attractive option. MULTIPLE ATTACKS: Fighters and some monsters may be allowed to use their weapons or physical attributes more than once in a combat round. This does not imply that the combatant can attack faster; rather, given that both natural and manufactured weapons are constantly in motion seeking an opening anyway, he attacks BETTER. Instead of additional attacks occurring at the end of the round, they may be made during the attack portion of any later phase instead UP TO 1 ATTACK PER PHASE. Should a creature actually be allowed a total number of attacks greater than the total number of opportunities (i.e. more than 4), he may double-attack within a phase, adding his weapon's SF to the half- segment of the first attack. Fighters gain such a rapid attacking capability when fighting creatures below 1 HD. MULTI-PART ATTACK ROUTINE (including two-weapon style). Use the SF for the slowest component if the SFs vary. Attacker must declare IN ADVANCE a target for each component--including multiple attacks on the same target. All attack components--including those aimed at a common target--will follow-through within the same half-segment and therefore may not be redirected even if the first part of the sequence kills the target (see Overkill rule). There is no real reason given under the AD&D rules why a two weapon routine should not mirror the simultaneous strikes of a creature's claw/claw/bite sequence, which may be likewise dependent on the first blow to help position an immediate follow-up (like the boxer's one-two combination). Note that this rule also breaks from the number of off-hand attacks allowed by the Player's Handbook: each weapon may attack to the maximum applicable attacks per round, but only in paired fashion (one part of the routine may not be "saved" until later). The same rule applies to monsters with multi- part routines--all attacks are made together, with unattempted component attacks lost for that routine, perhaps for the round. If the weapons used by a combatant yield different numbers of attacks per round (perhaps she is specialized only with one of the two), she may then attack with the favored weapon as a single-part attack in a later phase. Example: a 7th level fighter uses a long and short sword, but is specialized only with the longsword. Her attacks per round are therefore 2 and 3/2 respectively. She first attacks with both at a SF of 5--the longsword's, which is slower by 2--and in a later phase attacks with longsword only, also at SF 5. Next round she would get two attacks with the short sword, so she could make two paired attacks.) OPTION: Separate distinct attack forms, such as paired claws from a bite, so that a creature may best position itself for each component attack. The creature may only use one attack form per phase, or, if the number of forms exceeds three (such as with a dragon or tarrasque) no more than two per phase. This option is a bit trickier to moderate but more realistic. Keep in mind that like-attacks as part of a form are still simultaneous (i.e. both wing buffets, both horns, both claws) STATIONARY, DEFENSELESS TARGET: A defenseless target unable to move out of the way of a blow is at +4 to its AC, receives no dexterity bonus, and may be attacked each phase. This category includes spellcasters when invoking magicks requiring somatic components. ________________________________________________________________ D. MOVEMENT ------------ After attacks have taken place, a combatant may move up to 1/3 of his current MV IF unimpeded by opponents (see withdrawing / fleeing rules below). CLOSING MOVEMENT: If a combatant comes within melee striking distance of the opponent (typically within 5' or so), the opponent may choose to withdraw or flee but may not continue to move away normally (he instead engage, of course). An exception to this would be parallel movement coupled with simultaneous attacks, such as by two mounted figures engaged while riding in the same direction. WITHDRAWING / FLEEING: As with the existing rules, a retreating character must further cut movement to 1/3 MV base in order to withdraw from combat (making a 12 MV into just over 1 per phase). A FLEEING combatant may make a normal move, but is still a ripe target for a free attack. EXCEPTION: the initiative winner may outrun the free attack if the opponent has struck earlier in the SAME PHASE and has a MV no greater than the one fleeing (the opponent was a bit off balance from the last swing and the winner sees the opportunity to scram). Of course, the loser is free to pursue. If another party member can interpose himself, a combatant may flee unmolested. CHANGE OF CURRENT MV: At the beginning of the movement phase, a combatant may announce a speed change. The change is effective immediately, though it must be within the proportional limits listed below: ACCELERATION: Movement from standstill to walking speed (base MV) is automatic. Additionally, a combatant may further accelerate up to 2x base MV per phase (reaching maximum movement of 5x MV in two phases). Apply the new rate immediately, after using PH rules for chances for success based on Strength (p. 120). Constitution checks are made each round, based on top speed attained during the round. DECELERATION: A character moving at any speed may decelerate by 2 factors immediately, and may come to a full stop by the end of a phase. If, after the 2 factors have been subtracted from current MV, the combatant is still moving at an accelerated rate, he must move at least half his current MV per phase due to momentum. If the runner wishes to slow in a shorter space, he must roll vs. dexterity with a -1 penalty for every 10' of slowdown distance he wishes to reduce, or fall prone for 1d4 phases (no attacks, no dexterity bonus, opponents receive +4 bonus to hit the fallen figure). Example: a human character running full speed (base 12 x 5 = MV 60 or 20 per phase) wants to slow to a walk. She subtracts two factors of movement immediately, slowing to 36, or 12 per phase. She must move at least 6 (half of 12) during the phase and may then safely stop or slow to walking. If she wishes to "stop on a silver piece," she must pass a DEX check at -6. CHARGING: This is a special attack form taking place during the movement portion of a phase after attacks are normally already resolved. Several considerations must be made: --The combatant must announce a charge and target at the beginning of a phase. --He may not attack during the normal attack portion in order to ready his weapon. --The attacker must be facing in the approximate direction of the target prior to movement, and must accelerate or already be accelerated to effectively charge (minimum of jogging speed, or base MV x 2). --After reaching the target and making the hit attempt, the attacker must continue to move past the target the full remaining movement for the current phase, but may then slow to base speed or less if desired. The exception to this is if the charging character actually seeks to barrel headlong into the opponent, causing each to make both a Dexterity and Strength check to avoid falling, perhaps falling together. The charger may also attempt a rapid slowdown with the chances described above under "Deceleration." --The opponent is allowed a simultaneous return swing if he has stated that he is readying his weapon to receive an attacker in lieu of actually attacking this phase (see below). Otherwise the attacker rolls for damage and applies it BEFORE the defender can respond (perhaps killing him before he can do so). --A defender may not respond if it has already attacked within the phase or met its maximum number of attacks per round. --The attacker loses AC bonus from Dexterity while charging, but gains -2 bonus if mounted. --Since the charging attack takes place during movement, the opponent's own movement may have an impact on the success of the charge. Evasion is an attractive foil to a charge. --A thief may make a charging backstab if previously unnoticed and if he makes a successful "move silently" check. EXAMPLE: a mounted paladin charges a troll. The horse is spurred to triple movement--48--in order to reach the troll within the phase. The paladin will cover 180 yards during the phase. The troll is only 130 yards away, so the paladin must overrun his target by the full remainder of his movement (180 - 130 = 50 yards) because of momentum. Since he spent the attack portion of the phase readying the lance, he attacks at the moment he closes. if the troll survives, it gets to counterattack before the paladin moves out of range--only if it has not yet attacked this phase. note also that the troll would receive its normal movement during the phase, and so might make a judicious decision however unlikely for a troll to get out of the way. SETTING WEAPONS/READYING DEFENSE: In lieu of attacking for a particular phase, the combatant may choose to stand his ground or lay in wait for the arrival of an opponent. During the movement phase, the opponent is subject to attack as soon as he moves into a defended area if he is accelerated, caught unaware, or unable to respond. Normal unconcealed closing movement between combatants receives no special readying bonus--the exchange of blows takes place as normal in the next phase. The following are considered a readied defense/set weapon: --covering a small area such as a path, an open doorway, etc., with a missile weapon. Likely to be caught unaware by the sudden missile fire, the opponent may only respond AT ALL if he has a missile ready also, and may only complete movement if he passes a surprise check. Even so, the combatant covering the area shoots or throws first. --setting the butt of a polearm against an unyielding surface to receive a charging creature (does bonus damage if successful). --taking a stand with weapon poised to attack a charging/swooping figure (any weapon will do). The speed factor is considered to be already counted as part of the readying, so the attack occurs as soon as the foe closes. --Ambush preparation: This form has its own special considerations. The opponent will ideally enter the area unaware, therefore he must pass a surprise check in order to counterattack. Note that if a battle begins with an ambush scenario, use the rules for Surprise instead (see below): the ambush is then considered as occurring in the attack portion of the first combat phase with all ambushing weapons striking with an SF 1. A ready state may be maintained from phase to phase until an attack is made. EXAMPLE: in the previous example of the paladin and troll, the beast would have been able to simultaneously attack regardless of whether or not the paladin's lance killed it if it poised itself to receive the charge instead of attacking another target. Since the paladin needed to state charging intentions during the attack portion of the phase, the dm might rule that the troll could figure out where the shiny human and horsy were heading). MOVEMENT OPTION: HALF-SEGMENT INCREMENTAL MOVEMENT: Movement can get confusing under my "everybody who gets to move moves at the same time" present suggestion. While playtesting the system, one player claimed his PC could safely reach cover before the obviously casting enemy priest could have gotten off the spell, but because movement is done last in the phase, the PC got whammied. We took another look at things and came up with the following. Movement occurs in 10' units divided evenly over each of the half- segments of a phase. See the chart below. I call the listed units "squares" after the markings on our battlemat, but miniatures aren't restricted in direction of moves (i.e. any angle is possible, and we usually settle for a reasonable guess rather than measuring each increment of movement. Spell or Missile Range is another matter, often requiring precision). This way takes longer for combats involving many participants, but offers precise location of figures as the fight would naturally progress. If precise movements aren't necessary, move figures their full movement during the last half-segment of each phase, just to speed things up. Again, with the exception of a charging attack or short repositioning movement, a combatant MAY NOT move and attack (by weapon or spell) in the same phase. TABLE 3: MOVEMENT CONVERSIONS MV: Current movement per round. sq./phase: Total movement allowed per phase--may not be exceeded regardless of half-segment movements max sq./half-seg: combatant may not exceed this amount in a single half-seg, and must move at least the previously listed minimum in order to maintain speed. MV sq./phase max sq/half-seg --- --------- --------------- 3 1 1 (min 0) 6 2 1 9 3 1 12 4 1 15 5 1 18 6 1 (min 1) 21 7 2 24 8 2 27 9 2 30 10 2 33 11 2 36 12 2 (min 2) 39 13 3 42 14 3 45 15 3 48 16 3 51 17 3 54 18 3 (min 3) 57 19 4 60 20 4 63 21 4 66 22 4 69 23 4 72 24 4 (min 4) etc. ________________________________________________________________ E. MISCELLANEOUS PREPARATION -------------------------------- By foregoing the attacks and movement, a combatant may do one of the following: --sheath a weapon and draw another (DROPPING one and drawing another is allowed as part of an attack, with a delay of +3 SF). --ready material components or other items about the combatant's person. --re-string a bow (if string is already in hand). --set a weapon to receive a charge or otherwise ready it in anticipation of a foe. --take a moment to survey the ensuing battle and plan a course of action. Some actions may be performed while moving, at the DM's discretion. Both players and DM's need to apply common sense to when such preparations are allowed and how long they will take to perform. Can an archer re-string a bow if an enemy has already closed? Not likely. ________________________________________________________________ F. SURPRISE ------------ The idea of a surprised individual standing dumbfounded for an entire round is unlikely, barring some sudden bump on the noggin. Under the phase system, a surprised individual loses one full phase, and combatants moving up to a surprised individual may attack at the completion of their movement, rather than leading off the phase with an attack as normal. In the event of an ambush occurring during a combat, the bushwhacked combatant must pass a surprise roll in order to return the attack. This rule adds an interesting twist to a combat round: surprise can occur at any time, should a sudden change of events occur. The surprised individual is taken aback for a moment while those around him adjust to the new circumstances more readily. A caster should gain a +1 to die rolls if currently in the midst of an incantation due to the mental focusing involved in casting. ________________________________________________________________ And so we see how the phase system of initiative modifies the combat round. The phases place time constraints on the wide array of possible actions within a one-minute period, and keep in perspective the difference between methodical incantation, rapid weapon strokes, and time-consuming movement through hostile areas. In the form just presented, this system may be incorporated into existing campaigns without a substantial reconsideration of how combat operates. In the final section below, I introduce a much more radical departure from the traditional combat "round". For Phase System II, combat is divided into phases only, not rounds, and actions such as casting complex spells may be begun in any phase. Number of attacks per round translates to phase delays between attacks. ________________________________________________________________ ________________________________________________________________ SECTION 3: PHASING OUT THE "ROUND": PHASE SYSTEM II ________________________________________________________________ ________________________________________________________________ This departure from the traditional combat round began with a nagging question my players frequently posed regarding their spellslingers: "What if Finchfingle Fuschafeather wants to cast a long spell in the middle of a round? Why should he have to stand there until the next round begins?" What would impede a caster from beginning any spell at any time? In both real-world battles and their fictional counterparts, no bell sounds to signal the end of a "round." Combat is a continuous frenzy of possible actions unnecessarily limited by one-minute dividers. The idea of continuous, or rolling, combat is far from incompatible with the current system. The phase sequence for System II is pared down to a continuous cycle of 3 identical phases with letter designations A, B, and C. Actions such as movement and casting may "spill over" into the next phase--and those continuing beyond the end of phase C are picked up in the next phase A, and so forth until the battle ends. Opportunities for physical and spell attacks are not lost or inordinately delayed because the combatant is out of position at the beginning of the round: he attacks as soon as he is able. Any three consecutive phases are equivalent to one round for purposes of marking duration (of spells or various other effects). As with System I, each phase allows a combatant to attack, move, cast, or perform a miscellaneous action. After an attack is performed, the combatant must wait a certain number of phases (typically 2) before again attacking or casting, though other actions may be performed. In the case of physical attacks, this delay represents the time necessary for combatants to find the next opening in the opponents' defenses--no weapon is motionless however. For spellcasters, the phase delay equals the time needed to regain composure in the aftermath of containing and manipulating powerful magical energy. TABLE 4: PHASE SYSTEM II: CONTINUOUS COMBAT +--------+-----++--------+--------+------------+----------+ | Phase | Half|| CT | CT | Melee/Move |Melee/Move| | | Seg || Winner | Loser | Winner | Loser | +========+=====++========+========+============+==========+ | | 1 || C | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 2 ||########| C | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | A | 3 || C |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 4 ||########| C | SF 7-9 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 5 || C |########| SF 10+ | SF 7-9 | | +-----++--------+--------+------------+----------+ | | 6 ||########| C |############| SF 10+ | +========+=====++========+========+============+==========+ | | 1 || C | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 2 ||########| C | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | B | 3 || C |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 4 ||########| C | SF 7-9 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 5 || C |########| SF 10+ | SF 7-9 | | +-----++--------+--------+------------+----------+ | | 6 ||########| C |############| SF 10+ | +========+=====++========+========+============+==========+ | | 1 || C | * | SF < 2 | * | | +-----++--------+--------+------------+----------+ | | 2 ||########| C | SF 2-3 | SF < 2 | | +-----++--------+--------+------------+----------+ | C | 3 || C |########| SF 4-6 | SF 2-3 | | +-----++--------+--------+------------+----------+ | | 4 ||########| C | SF 7-9 | SF 4-6 | | +-----++--------+--------+------------+----------+ | | 5 || C |########| SF 10+ | SF 7-9 | | +-----++--------+--------+------------+----------+ | | 6 ||########| C |############| SF 10+ | +========+=====++========+========+============+==========+ *Indicates losing side must state intentions before winner. C: Indicates active half-segment of casting. Subtract 1 from the Total CT Most of the rules for Phase system I apply to system II, with the following exceptions: A: SYSTEM II INITIATIVE ROLL --------------------------------- Roll for initiative at the beginning of each A phase. Initiative determinations remain in effect through the end of phase C. This is the closest this system comes to marking off new rounds. Since actions or sequences of actions need not be contained in a round, the occasional problem will arise of a combatant gaining his first attack as an initiative winner and the second as a loser if it occurs during or after the next A phase. Similarly, a caster may begin a long spell as a winner and end on the loser schedule. Such are the uncertainties of war--these delays represent merely a moment's hesitation. B. SYSTEM II SPELLCASTING ----------------------------- As previously stated, casters gain the advantage of being able to start long spells at the beginning of any phase, and may continue for the appropriate number of CT segments. If a spell has a one round CT (10 seg) it goes off after all other actions (including movement) at the end of the third phase of casting. SPELL DURATION: One complete cycle of three phases equals one round. Spells remain in effect until the end of the appropriate phase (example: if a spell cast in phase B lasts one round, it expires at the end of the next phase B after all movement and combat has been resolved). This system thereby allows greater precision in determining how long lasts. CASTING DELAY: Upon completion of a spell, the caster must wait two phases before casting again or attacking physically. This represents the time necessary for residual magic energies to dissipate from his person, and for the caster to regain composure. During this time the caster may certainly gather new spell components or perform other non- attack actions. Optional Rule: Some players may argue that this version of the phase system treats casters unfairly, particularly since they will only maintain a one spell per round pace if their spells are less than four segments (i.e. the whole spell may be cast in a single phase, followed by a two phase delay). One way to counter this limitation is to allow the delay between spells to decrease at higher levels, much like the weapon delay factor for fighters-- the difference being that the attack itself (the spell) may take more than one phase to perform. TABLE 5: CASTER DELAY SCHEDULE CASTER LEVEL DELAY SCHEDULE 1-6 cast spell, delay 2 phases 7-12 cast spell, delay 1 phase 13+ cast spell, cast spell, delay 1 phase Example: a 10th level caster begins a CT 5 spell on phase C. Three of its casting segments occur in C, but it is not completed until A. The caster delays only during phase B (being 10th level), then can begin casting again on phase C. A caster using 1-3 segment CT spells would effectively cast more than once per "round" at higher levels, giving fighters even more incentive to close quickly, or else polish up on missile weapon skills. This enhancement to spellcasting more than compensates for the advantage given to weapons within a particular phase. If either a priest or mage wishes to physically attack after casting, the delay is automatically 2 phases. C. SYSTEM II PHYSICAL ATTACKS Level of expertise determines the length of delay between attacks for fighters. All other classes attack once per round. Note that missile fire rates occur on the same schedule as the identical number of melee attacks. The sequence may begin on any phase. In the event of an unexpected or even voluntary phase delay, the sequence starts over with the next attack. TABLE 6: PHASE DELAYS FIGHTER LEVEL # ATTACKS/ROUND SEQUENCE OF ATTACK/DELAY PHASES Fighter Lv 1-6 1 - attack, delay, delay (includes all non-fighter levels) F Lv 7-12 3/2 - attack, delay F Lv 13+ 2 - attack, attack, delay F Lv 13+(specialized) 5/2 - attack, attack, attack, delay, attack, attack 3 - attack each phase 4 - attack, 2 attacks, attack 5 - 2 attacks, 2 attacks, attack 6 - 2 attacks each phase Note that casters MUST delay two phases after a physical attack regardless of their delay time between spells. MISSILE FIRE: The fire rates listed in the PH assume one attack per round as the combatant's base. This number increases as the base number of attacks per round increases. Multiply the fire rate by number of attacks per round to determine the number of missiles fired per "round." Use this number to determine the delay schedule based on phases. This system gives a great advantage to high level combatants employing missile weapons: at mid to high levels, missile users attack at least every phase. The English Longbowman again becomes the terror of the battlefield--and the bane of all spellcasters who might suddenly find themselves pinned down by a rain of arrows. MULTI-PART ATTACK ROUTINES: All portions of a routine occur within a heartbeat of each other as per Phase system I. If the optional rule of splitting up like attacks is employed, begin the routing on the 1 attack per round schedule (attack, delay, delay) but allow subsequent attack forms to substitute for delays. TABLE 7: ATTACK FORMS AND DELAYS # ATTACK FORMS SEQUENCE OF ATTACK/DELAY PHASES 1 1 attack form, delay, delay 2 1 form, 1 form, delay 3 1 form each phase 4 1 form, 2 forms, 1 form 5 2 forms, 2 forms, 1 form 6 2 forms each phase In the event of a discrepancy in number of attacks for two weapon routines, use the schedule of the FAVORED weapon, alternating between two weapon and single weapon attacks. EXAMPLE: a 7th level short-sword specialist also uses a dagger. according to table 7, as a specialist she attacks on the schedule "attack, attack, delay." She therefore attacks with both weapons on the first phase, then with the short sword alone on the second phase. The third phase is her normal delay. The next phase begins the sequence anew). This second form of the phase initiative system is by far the most dynamic of the two. By using phases instead of rounds, combat is broken into smaller, contiguous units, allowing combatants greater flexibility in decision making, including the ability to wait for a moment or two to see how the combat progresses before deciding a course of action, including the initiation of a long spell that normally would have to be started at the beginning of the round. ________________________________________________________________ ________________________________________________________________ SECTION 4: PHASE SYSTEM SUPPLEMENTAL RULES ________________________________________________________________ ________________________________________________________________ INTRODUCTION: NEW ABILITIES, NEW RULES ________________________________________________________________ First a few notes concerning the Phase System. You may wish to remove the accompanying quick reference sheets and character record and copy them. I suggest placing each copy in a sheet protector so notes may be made over them during combat using a dry erase or water washable marker. A few elements of these pages need comment. Consider them as more options under Combat II. PRIMARY AND SECONDARY WEAPON CHART: this should be updated each time a character switches weapons. PHASE NOTES: a player may check off each half segment or make a note into the future phases of such details as next attack, spell expiration, etc. MOVEMENT SQUARES: Each "square" is the equivalent of 10' of movement and implies a gameboard featuring a grid sectioned off in 10' increments. The right column is number of squares per phase based on the movement per round rate (left column). References to the primary abilities are standardized as STR, DEX, CON, INT, WIS, and CHA. However, my playing circle has adopted two extra abilities described below: AGILITY: (AGI) -------------- Dexterity has been divided into two separate abilities. Agility defines the overall quickness of a character, including his ability to evade blows and area-effecting spells. Dexterity (DEX) is the character's manual quickness and steadiness. A classical violinist has phenomenal manual dexterity but may not be able to do a backflip. On the other hand fast feet do not guarantee hand-eye harmony--can every gymnast shoot an arrow with precision, or even PAINT all that well? Refer to the PH as a starting point for figuring both AGI and DEX modifiers. Under Combat II, the following new rules apply when using AGILITY. AGI determines "Defensive Adjustment" for both AC and saves. It is also used to modify the party initiative roll (using the "Reaction Adjustment" score). DEX determines "Missile Attack Adjustment." Additionally, use "Reaction Adjustment" based on the DEX score to further modify a weapon's speed factor (SF). The new formula for computing adjusted SF is then (base SF) - (Magic bonus) - (Two-Handed Spec Bonus) - (AGI bonus) AGI bonus to initiative equates to the speed at which a character may react to a situation, and position herself for actions. DEX bonus translates to the speed at which she can bring her weapon itself to bear. Use the normal method of determining DEX to determine AGI. Allow racial modifiers to affect both scores. THIEF ADJUSTMENTS: Skills are modified by either DEX or AGI. Use Table 28 of PH. Read "Dexterity" as the applicable ability. AGI: Move Silently, Hide in Shadows, Climb Walls (AGI 9 = -10%, 10 = - 5%, 17 = +5%, 18 = +10%, 19 = +15%) DEX: Pick Pockets, Open Locks, Find/Remove Traps APPEARANCE: (APR): ------------------ It's funny how often players transform their characters from magnetic leaders into beautiful people as the occasion warrants. Hitler is an example of the former; Marilyn Monroe of the latter. From classic literature: Richard III and Helen of Troy. In each case there is clearly little overlap between compelling leadership qualities and sex appeal, but Charisma lumps them together. APPEARANCE is basically the "Comeliness" of the UNEARTHED ARCANA tome. The ability only has one category: "Reaction Adjustment" and is used only when physical appeal determines an NPC's impression of the character. CHARISMA: A NOTE ---------------- This has traditionally and unfairly remained the "least important" score for most characters (tied with Wisdom in some cases). Normally CHA's reaction adjustment is used in business dealings or encounters, particularly with individuals not potentially attracted to the character in a sexual way (in which case APR is used). Charisma is also the controlling factor in the relationship between PC's and followers (MOST employees get past the physical thing quickly). When a character is generated, Charisma should receive at least a fair score if the character has aspirations to be party leader or esteemed advisor. Could a character with only average CHA give effective orders when push comes to slash? PERCEPTION ---------- Combining the average of INT and WIS with a bonus of one point per level, this grab-bag ability is a character's overall chance to perceive any miscellaneous items, occurrences, or phenomena which fall outside normal detection parameters. Option: Thieves gain +2 per level. Various demi-humans might also earn a bonus at the DM's discretion. ________________________________________________________________ CRITICAL HIT AND MISS TABLES I ________________________________________________________________ Many groups have implemented one form of critical hit/miss system or another. The following one is matched to the Phase System (either one). I shied away from a hit location scheme because the normal list of AD&D healing spells are designed to restore hit points, not heal localized wounds PER SE. To use such a system begs the hit point system itself to be broken down into points per area, etc. More tables always equals slower combat rounds. SEVERE HIT ---------- This rule began at the insistence of some players that some bonus be given if the number needed to hit a particular AC is exceeded by a significant margin. Here is the rule: If the roll to hit exceeds the roll needed by 10 OR MORE, roll all damage dice twice and take the best score. Opponent is dazed for remainder of phase. (-2 to attack rolls, +1 to AC). CRITICAL HIT ------------ On a natural 20, roll a d10: 1-4 DOUBLE BASE DAMAGE. Reroll all minimum rolls. Opponent is DAZED until end of phase. (-2 to attack rolls, +1 to AC). 5-6 DOUBLE BASE DAMAGE. Roll all damage dice twice and take best score. Opponent is DAZED until end of following phase. (-2 to attack rolls, +1 to AC). 7-8 DOUBLE MAXIMUM BASE DAMAGE. Opponent STUNNED through the following phase (no attacks, +4 to AC.) 9 DOUBLE MAXIMUM TOTAL DAMAGE. Opponent STUNNED through the following phase (no attacks, +4 to AC). Attacker allowed 1 additional attack immediately (include opponent's +4 AC penalty). 10 DOUBLE MAXIMUM TOTAL DAMAGE. Opponent stunned through the next 2 phases (no attacks, +4 to AC). Attacker allowed 1 additional attack immediately PLUS one free attack next phase (in addition to regular attacks). CRITICAL MISS ------------- Automatic loss of remainder of attack sequence. If Crit Miss delay is LESS than regular delay, complete regular delay instead before next attack. Roll d10: 1-4 MISSTEP: Lose movement this phase (opponent may retreat unhindered). AGI check or suffer +2 SF and -1 to hit next phase. 5-6 FUMBLE: Lose present phase movement. DEX check failure = weapon dropped or skewed. AGI check or "misstep" next phase (as above). 7-8 FALL TO KNEES: Lose further attacks through next phase, AC +2. Roll DEX-1 to avoid dropped or skewed weapon. 9 PRONE: Attacker is stunned. Lasts 2-3 phases. Roll DEX -2 to retain each item held. No attacks, no movement, AC +4. AGI check at end of prone period to regain upright position. Failure indicates "Fall to knees" result. CONSIDERED STATIONARY AND DEFENSELESS FOR FIRST PHASE. 10 SPRAWLING WEAPON FLING: lasts for 3-5 phases. No attacks or movement, AC +4. All held items automatically tumble away 1d12 feet in random directions. AGI check at end of prone period to regain footing. Failure indicates "Fall to knees" result. Considered stationary and defenseless for first 3 phases. MW MISSILE WEAPON: thrown weapons drop within 1' of combatant. Bows or Crossbows: 50% chance of string breakage. 50% chance of missile breakage due to misfire. ________________________________________________________________ CRITICAL HIT AND MISS II: SEVERITY RULES ________________________________________________________________ No tables are necessary for this variant, and the only decisive roll is the "to hit" itself. SEVERE HIT: PROCEDURE FOR DETERMINING DAMAGE: That this system bases bonus damage on the attack roll, with each point rolled above the necessary number "to hit" equal to +1 hp damage. Specialization, magical plusses, and strength bonuses all adjust THAC0, and therefore adjust the POTENTIAL damage bonus by lowering the minimum needed to successfully hit. These are NOT automatically added in full with a successful hit. STRENGTH: Subtract the "to hit" column from the "damage" column for each STR level (keeping +1 or below as is). This is the new "damage" modifier to be added to a successful hit. 2nd ed gave a lower "to hit" bonus, but allowed ALL of the STR bonus to be applied to every hit. EXAMPLE: a fighter with 18/99 strength would get +2/+5 under 2nd ed rules. Under my rules, he'd get +2/+3 (5 - 2). The +3 is automatically added to damage, and the +2 "to hit" will help to ensure that his "to hit" roll allows more damage as well (most likely giving him at least the equivalent of his old +5 anyway, but not guaranteeing it). CREATURES WITH LISTED DAMAGE BONUS ONLY: Larger humanoids get such bonus damage without a "to hit" bonus (giants being a prime example). Either apply this bonus in full with any successful hit, or apply half of it (round down) to the creature's thac0, and the remainder as bonus damage. This would make hits more likely, but would not guarantee full listed bonus damage unless the hit roll is several points over what's needed. The latter allows the possibility for more of a glancing blow from even a giant's damaging hits. SPECIALIZATION: The first extra weapon proficiency slot expended grants the wielder +1 to hit and allows all Warrior subclasses extra attacks as per 2nd edition rules. CONTINUED SPEC: Each subsequent slot expended increases the "to hit" by 1, but does not affect the number of attacks. --ANY class may single specialize to gain the "to hit" bonuses (not the accelerated attacks). --All weapons, including missile weapons, follow this rule. --The "point blank" attack of bow weapons is now an independent form requiring 1 slot. MISSILE WEAPONS: For weapons allowing strength bonus (custom bows, all thrown weapons) use the GREATER of the combatant's STR "to hit" bonus OR his DEX adjustment. Add the new STR damage bonus to the damage roll. Apply only the DEX adjustment for crossbows or normal draw- weight bows (no STR damage bonus). DAMAGE CAP: No damage cap. Any argument I make as to why there should be a cap invites a counter-argument that even a small weapon can kill or seriously damage a large opponent with a well placed hit. Besides, with the adjustments above, damage gains the additional possibility of doing LESS than the minimum die roll plus all bonuses. There is balance. CRITICAL HIT ------------ On a natural 20, the base damage roll is automatically maximum. This is in addition to whatever severe damage bonus a roll of 20 would cause. SEVERE MISS ----------- Coming close to the number needed to hit will not unbalance a combatant for the next attack; however, if the number rolled to hit is 5 OR MORE LESS THAN the number needed, add 1 point to the SF of the weapon for it's next strike PER POINT, up to a maximum penalty of the weapon's BASE speed factor. EXAMPLE 1: a mage needs a 17 to hit with a quarterstaff (sf 4), and rolls a 10. Anything over 12 would have been at no penalty, but in this case 2 points are added to the next attack's sf. If a 6 were rolled, the penalty would nevertheless not exceed +4. EXAMPLE 2: A thief attacks with a +2 longsword (it's sf adjusted downward from 5 to 2, counting dex bonus of +1 and magic of +2). Despite the sf 2, a penalty of up to +5 may be incurred, raising the weapon to its slowest speed of sf 7. Maximum duration of the penalty is 3 phases. Thereafter it may be assumed the combatant has regained normal balance. CRITICAL MISS ------------- In the event the combatant rolls a natural 1, follow the Severe Miss rule above, but there is no maximum penalty to SF. Additionally, the combatant loses Agility bonuses through his or her next attack, or through the next 3 phases, whichever is completed first. ________________________________________________________________ ________________________________________________________________ SECTION 5: COMBAT II SUPPLEMENTAL MAGIC RULES ________________________________________________________________ ________________________________________________________________ MANA: MEMORIZATION IS FOR KEEPS ________________________________________________________________ Having left his keys in the castle, Arthur turns to Merlin only to hear this dismaying reply: "Sorry, m'lad, all outta KNOCK spells." Both priests and wizards need to memorize the rituals and incantations which constitute their spells. They need to learn which components to select (and which to carry in abundance) as well as which spells will be useful in particular situations. The caster is a lightning rod for magical energies, and, as he or she progresses in levels, these energies become less taxing to manipulate: more can be focused and channeled each day after proper rest and mental preparation. When a fantasy spellcaster discharges a spell, only in AD&D does the caster suddenly fall prey to amnesia. Many playing circles have long since adopted some form of mana or spell-point system to allow a caster access to the full list of spells he or she has available, rather than requiring the caster to second- guess upcoming events before selecting spells. Below are two good systems used in my group's campaigns, as well as their related rules governing learning spells and point recovery. ________________________________________________________________ SPELL POINTS: MANA SYSTEM I ________________________________________________________________ This system offers maximum flexibility for a spell user to choose spells as the need arises. Use the applicable Spell Progression table from the PH as a starting point. Convert all spells a caster may memorize (under the old system) to a point total: one point per spell level per spell. Each spell conversely draws a number of points equal to its level from the collective pool. Example: A fifth level priest, barring bonus spells, can cast three first, three second, and one third level spell. His total mana points would equal twelve: (3 x 1) + (3 x 2) + (1 x 3) = 12 When fully powered with mana, the priest could cast four 3rd level spells, twelve 1st level spells, six 2nd level spells, or any combination equaling twelve points. The priest may not cast spells of a higher level than the PH progression charts allows. A priest's bonus spells for Wisdom are kept track of in two possible ways: 1. The caster adds the point value of the bonus spells to the mana total. Bonus "spells" then indicate simply how Wisdom modifies the base mana. 2. The player places a number of boxes corresponding to his number of free spells for each level next to the mana tally. The first spells of the day of the appropriate levels are checked off from the boxes instead of their points drawing from the mana pool. Only when the caster exceeds the number of free spells does he mark off mana. STARTING MANA ------------- As an optional means of aiding low level casters, rather than using the point score normally yielded according to the rules above, the caster gains a number of points equal to her constitution divided by 3 (round up). Instead of a mage's third level total of 4 points, he could conceivably have as many as 6 with an 18 constitution. If the CON total is less than the base, use the base instead. Once the base exceeds this number, use the base instead. This accurately simulates the way magic works in much fantasy fiction. A novice may only manipulate a certain amount of mystic energy before being both physically and mentally drained, with hearty individuals able to withstand a bit more. As the novice progresses, his manipulation of magical energies becomes less taxing for ever increasing amounts of mystical power. Option 1: CON bonus is ADDED to the base mana total regardless of level. Option 2: use average of CON plus the caster's prime requisite (Wisdom or Intelligence depending on the type of magic, rounded down) to determine bonus mana or initial mana (rounded up). The table below lists the base mana totals by level for any caster based on Mana System I. It does not account for free spells or extra spells gained by specialists, nor does it account for the Constitution adjustment for low-level casters. Specialists gain a separate mana pool dedicated to their specialty bonus spell total (since this mana MUST be used for specialty spells) Caster Type: Level Priest Wizard Ranger Paladin ----- ------ ------ ------ ------- 1 1 1 -- -- 2 2 2 -- -- 3 4 * 4 * -- -- 4 7 7 -- -- 5 12 * 11 * -- -- 6 15 14 -- -- 7 19 * 20 * -- -- 8 26 27 1 -- 9 34 * 32 * 2 1 10 43 39 3 * 2 11 53 * 51 4 3 * 12 65 66 * 5 * 4 13 74 78 6 5 * 14 90 * 85 * 7 6 15 99 94 8 7 * 16 111 115 * 9 8 17 127 130 9 9 18 148 139 * 9 9 19 151 147 9 9 20 165 162 9 9