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| Combat |
I use a combination of ways to determine initiative. Each PC and each unique individual acts by themselves. In this instance, a group initiative is not used. However, group initiative is used for groups of like monsters.
For example a party of adventurers encounter a group of orcs led by a shaman. Each of the adventurers and the shaman get individual initiative rolls, as they are unique. The rest of the orcs are rolled as a group. For more than 1 group of monsters are involved, say orcs and ogres, then each of those groups get a separate roll.
To determine initiative, a d10 is rolled and this gets added on to the base value of the character's action. Here is a list of outside factors that can modify initiative:
Situation | Modifier |
Hasted: | -2 |
Slowed: | +2 |
On higher ground: | -1 |
Set to receive a charge: | -2 |
Wading or slippery footing: | +2 |
Wading in deep water: | +4 |
Foreign environment: | +6 |
Hindered (tangled, climbing): | +3 |
Waiting (Player's Handbook): | +1 |
Situation | Modifier |
Attacking with weapon | Weapon speed |
Breath weapon | +1 |
Casting a spell | Casting time |
Creature size (monsters with natural weapons only)* | |
Small | +3 |
Medium | +3 |
Large | +6 |
Huge | +9 |
Gargantuan | +12 |
Innate spell ability | +3 |
Magical items** | |
Miscellaneous magic | +3 |
Potion | +4 |
Ring | +3 |
Rods | +1 |
Scroll | Casting time of spell |
Stave | +2 |
Wand | +3 |
* This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weapons use the speed factor of the weapon, regardless of the creature's size.
** Use the initiative modifier listed unless the item description says otherwise.
Once the order of combat for that round is determine, the battle is run and the results may change or prevent the actions of those characters acting later in the battle. A mage might find his spell ruined or an archer's target may drop before firing and so on.
In each round of combat, there are three different types of actions a character may take: No-Move Actions, Half-Move Actions, and Full Move Actions.
* Attack
* Cast a Spell
* Cover
* Fire/Throw Missiles (normal ROF)
* Guard
* Parry
* Unarmed Combat
* Use a Magical Item
(House Rules have modified this a bit. A character can move up to 1/5th of his movement rate and still qualify for a No-Move Action. This can be used to get into a better position for fighting or casting spells.)
* Attack
* Charge
* Fire/Throw Missiles (half the normal ROF)
* Guard
* Unarmed Combat
* Withdraw
(House Rule: The distance the character moves is added to his initiative to simulate them acting later in the combat round. If a characters moves 6" than he gets a +6 to his initiative. Those half-moving and attacking hand to hand lose any extra attacks for that round, provided they have them. The character always gets at least one attack with a half-move and attack.
To figure out how far a character can half-move and still successfully attack, just divide the number of attacks available for that round by their movement rate. A character with 2 attacks that can move 12" can therefore move up to 6" and still get 1 attack in. The second attack is lost due to the earlier movement.
Should a character have 3 attacks, then divide their movement by 3. Using the above example, the 12" moving character could move 4" and get 2 attacks in, or move 8" and get one in.)
* Charge
* Move
* Run
* Sprint
Attacks of opportunity do not count as a character's attack for the round. It is possible for a creature to get more attacks than normal if its opponent provides it with an opening for an attack of opportunity.
Characters and monsters may choose a number of attack options, such as grab, block, trap, or disarm.
When a character casts a spell, she loses any Dexterity benefit to her Armor Class, since she must hold still and concentrate to make the spell work. After the spell has been cast, the mage or priest may apply her Dexterity bonus to her Armor Class again.
Charging (which might more accurately be called the reckless attack) gives characters several advantages but also imposes some penalties. The charging character gains a +2 bonus on his attack roll. Some weapons, such as lances, are suited for charging and inflict double damage when used in a charge.
Because they are so intent on the attack, however, charging characters are at a disadvantage defensively. They lose all Dexterity bonuses to Armor Class and suffer a +1 penalty to AC in addition to that. Guarding characters with weapons longer than the chargers automatically strike first. In addition, characters can set spears (see Guard) against charges.
Since the arrow or bolt is ready to be fired, the covering characters automatically can fire before his target can act in combat.
The character can hold his cover until later in the round, if he wants to see what his target is going to do. He can fire first at any time in the round. After the first shot has been loosed, the covering character can perform the rest of his missile fire at the regular initiative and rate of fire.
The covering shot itself is made with a +2 bonus to the attack roll. Covering is handy for freezing opponents in their tracks, since everybody knows how quickly an arrow or bolt can be released once it is drawn.
Covering can also be used with any hand-held bladed weapon. Basically, the character puts her sword to an opponent's throat in a single adjacent square and menaces him. The victim must be stunned, dazed, pinned, unconscious, or surprised for a character to cover him with a melee weapon. As with bows and crossbows, the covering character automatically wins initiative against her target and can attack first. The attack is made with a +2 bonus to hit, and the critical number drops to a 16.
Firing or throwing missiles is dangerous when another creature threatens a character, since it creates an attack of opportunity. The only exception to this rule is during the same combat round that the threatening creature actually moves up to threaten the character. The character can get his shots in while his enemy closes, but after that he had better switch to a melee weapon.
Some monsters, such as manticores, may have multiple missiles that are fired simultaneously.
If a guarding character is attacked by a charging character, the character that won initiative attacks first (unless one of the characters has a longer-ranged weapon than the other). If both the charging and guarding characters have weapons of equal range, then the character with the larger weapon strikes first. Guarding characters are considered to be set for charge, and spears and spear-like polearms inflict double damage against charging creatures.
If no one attacks a guarding character, she can abort to an attack at the end of the round and take a half-move to reach someone.
Parrying reduces a non-warrior character's Armor Class by one-half his level. A 6th-level wizard with an AC of 5 who parries reduces his AC to 2. Warriors who choose to parry reduce their AC by one-half their level, plus one. A 6th-level fighter gets an AC bonus of 4 by parrying.
A character can perform an unarmed attack on his base initiative if he doesn't have to move to reach his target, or he can take a half-move action to close for combat. Attacking armed opponents (including monsters with natural attacks) is dangerous for an unarmed fighter; if the character attacks an armed creature that is threatening him, he suffers an immediate attack of opportunity from his intended victim. The armed defender gains a +4 bonus on his attack roll and his damage roll against an unarmed attacker.
Monsters with natural weaponry almost never make unarmed attacks. However, it is possible for intelligent creatures to "pull in their claws" and try to batter a character into unconsciousness. Monsters without natural attacks may resort to unarmed combat if they are disarmed or want to capture their enemy.
Withdrawing is a half-move that takes place on the character's base initiative. A withdrawing character cannot attack or cast spells, although he can still get attacks of opportunity.