Player's Option: Combat and Tactics
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Player's Option: Combat and Tactics
Table of Contents
Foreword
Credits
Chapter One: Player's Option Combat System
Player's Option Combat System
Does This Belong in My Campaign?
Does This Belong in My Campaign? Ch 01
The Battle Map
The Battle Map
Figures and Facing
Scale
Scale
Melee Scale
Range
Weapons
Monsters
Missile Scale
Switching Scale
Combined Scale
The Combat Round
The Combat Round
Combat Rounds and Game Time
Spell Durations
Combat Status
Combat Status
Clear
Threatened
Unusual Monsters and Threatening
Grappled
Attacks of Opportunity
Movement
Movement
Base Movement
Exceptional Abilities and Movement
Strength, movement
Dexterity, movement
Encumbrance
Simplified Encumbrance
Diagram 5: Movement
Opening the Battle
Opening the Battle
Surprise
Encounter Distance
Set-up
The Five Basic Steps of Every Combat Round
The Five Basic Steps of Every Combat Round
Step One: Monster Action Determination
Step Two: Player Action Declaration
Step Three: Initiative
Step Four Resolution of Actions
Step Five: End-of-Round Resolution
Initiative
Initiative
The Initiative Roll
Base Initiative
Weapon Speeds
Critical Events
Combat Actions
Combat Actions
Combat Actions and Movement
No-Move Actions
Half-Move Actions
Full-move Actions
Movement and Initiative
Combat Movement on the Battle Map
Moving Through Other Figures in Combat
Overruns
Choosing an Action
The Actions
The Actions
Attack
Cast a Spell
Charge
Cover
Fire/Throw Missiles
Guard
Move
Parry
Run
Sprint
Unarmed Combat
Use a Magical Item
Withdraw
Ending the Combat Round
Ending the Combat Round
Retreats
Retreats
Fatigue
Fatigue
Keeping Track of Fatigue
Effects of Fatigue
Recovering from Fatigue
Effects of Force Marching on Fatigue
Morale
Morale
Informal Morale Checks
Formal Morale Checks
Failing a Morale Check
Status
Special Combat Conditions
Special Combat Conditions
Standard and Optional AD&D Rules
Standard and Optional AD&D Rules
Movement and Footing
Cover and Concealment
Mounts
Rear or Flank Attacks
Sitting, Kneeling, and Lying Prone
Damage and Dying
Weapon Type vs. Armor Type
Firing Into a Melee
Additional Rules
Additional Rules
Higher Ground
Knockdowns
Critical Hits
The Gray Areas
The Gray Areas
Example of Combat
Example of Combat
Round One
Round Two
Round Three
Round Four
Chapter Two: Combat Options
Combat Options
Does This Belong in My Campaign?
Does This Belong in My Campaign? Ch 02
Battle Tactics
Battle Tactics
Shield Wall
Versus Missiles
Versus Melee
Spear Hedges
Mounted Charge
Archery from Horseback
Attack Options
Attack Options
The Opposed Roll
Block
Called Shot
Disarm
Grab
Overbear
Pull/Trip
Sap
Shield-Punch
Shield-Rush
Special Weapon Manuever
Trap
Trap and Break
Unarmed Attack
Unhorse
Fighting Styles
Fighting Styles
Single Weapon
Two-handed Weapon
Size and Two-handed Weapons
One- or Two-handed Weapons
One-handed Weapons used Two-handed
Weapon and Shield
Two Weapon
Unarmed
Missile or Thrown Weapon
Multiple Loaded Weapons
Thrown Weapons
Weapon-Specific Styles
Dueling
Dueling
What's a Duel?
Initiative
The Dueling Plot
Attacking in the Right Spot
Reading an Opponent's Move
Moving the Figures
Choice of Defense
Choice of Attack
Ending a Duel
Heroic Frays
Heroic Frays
Chapter Three: The Battlefield
The Battlefield
Does This Belong in My Campaign?
Does This Belong in My Campaign Ch 03
Battlefields
Battlefields
The Four Basic Battlefields
The Four Basic Battlefields
Dungeons or Caves
Town or Building
Outside
Castles or Fortifications
Battlefield Characteristics
Battlefield Characteristics
Encounter Range
Lines of Fire
Cover and Concealment
Footing
Obstacles
Unsusal Material or Hazards
Terrain Types
Terrain Types
Badlands
Caves
Desert
Fields or Farmland
Forest, Heavy or Jungle
Forest, Light
Hills
marsh
mountains
Plains
Ships
Swamp
Taverns
Town Streets
Generating a Battlefield
Generating a Battlefield
Step One: Scale
Step One: Scale
Step Two: Topography
Step Two: Topography
Flat
Hilly
Broken
Slopes and Escarpments
Step Three: Ground Cover and Water
Step Three: Ground cover and Water
Clear
Thickets
Light Woods
Heavy Woods
Clear, bog
Bog
Stream, bog
Pond, bog
Step Four: Obstacles
Step Four: Obstacles
Step Five: Putting It All Together
Step Five: Putting It All Together
Fighting in Unusual Conditions
Fighting in Unusual Conditions
Limited Visibility
Limited Visibility
Moonlight or Moderate Fog or Rain
Starlight or Dense Fog or Heavy Rain
Total Darkness
Water
Water
Weapon Restrictions, water
Vision, water
Movement, water
Fighting Underwater Monsters From the Surface
Climbing
Climbing
Movement, climbing
Fighting, climbing
Fighting Flying Creatures, climbing
Aerial Combat
Aerial Combat
Initiative, Aerial combat
Threatening, Aerial Combat
Movement, Aerial combat
Attacks from Below
Attacks from Above
Unseating a Rider
Combat on Other Planes
Combat on Other Planes
Astral Combat
Ethereal Combat
The Effects of Magic on the Battlefield
The Effects of Magic on the Battlefield
Wizard Spells
Wizard Spells
Blink
Darkness 15' Radius
Enlarge
Fog Cloud
Hallucinatory Terrain
Haste
Invisibility
Jump
Pyrotechnics
Shocking Grasp
Slow
Priest Spells
Priest Spells
Air Walk
Obscurement
Magical Items
Magical Items
Potion of Growth
Potion of Invulnerability
Apparatus of Kwalish
Boots of Speed
Boots of Striding and Springing
Crossbow of Accuracy
Scimitar of Speed
Short Sword of Quickness
Sword of Sharpness
Vorpal Sword
Chapter Four: Weapon Specialization and Mastery
Weapon Specialization and Mastery
Weapon Proficiencies
Weapon Proficiencies
Intelligence and Proficiencies
Proficiencies and the Skills and Powers Book
Weapon Groups
Specialization and Weapon Groups
Character Class and Weapon Proficiencies
Kits and Barred Weapons
New Weapons
Shield Proficiency
Armor Proficiency
Weapon Mastery
Weapon Mastery
Nonproficiency
Familiarity
Proficiency
Expertise
Specialization
Specialization
Melee Weapons
Missile Weapons
Bows
Crossbows
Firearms
Weapon Mastery
Weapon Mastery
Effects of Mastery
High Mastery
Grand Mastery
Special DM Note
Fighting Style Specializations
Fighting Style Specialization
Weapon and Shield Style
One-handed Weapon Style
Two-handed Weapon Style
Two-Weapon Style
Missile or Thrown Weapon Style
Horse Archers
Local Fighting Styles
Special Talents
Special Talents
Alertness, Special Talent
Ambidexterity, Special Talent
Ambush, Special Talent
Camoflage, Special Talent
Dirty Fighting, Special Talent
Endurance, Special Talent
Fine Balance, Special Talent
Iron Will, Special Talent
Leadership, Special Talent
Quickness, Special Talent
Steady Hand, Special Talent
Trouble Sense
Chapter Five: Unarmed Combat
Unarmed Combat
Does This Belong in My Campaign?
Does This Belong in My Campaign? Ch 05
Brawling
Brawling
Brawling Attacks Against Armed Opponents
Temporary Damage
Opposed Rolls
Pummeling
Pummeling
Pummeling Procedures
Pummeling Skill Levels
An Example of Pummeling
Special Pummeling Maneuvers
Sapping
Kicking
Wrestling
Wrestling
Wrestling Skill Levels
An Example of Wrestling
Wrestling Procedures
Wrestling Procedures
Holds
Previously Established Holds and Locks
Breaking Free
Assistance
Locks
Wrestler Versus Wrestler
Overbearing
Overbearing
Overbearing Procedures
Overbearing Skill Levels
An Example of Overbearing
Pins
Pins
Effects of Pins
Maintaining and Breaking Pins
Assistance
Attack Options and Unarmed Attacks
Attack Options and Unarmed Attacks
Subdual Attacks
Subual Attacks
An Example of Subduing
Martial Arts
Martial Arts
Martial Arts Procedures
Martial Arts Skill Levels
Martial Arts Weapons
An Example of Martial Arts Combat
Martial Arts Talents
Martial Arts Talents
Flying Kick
Backward Kick, Martial Art Talent
Spring, Martial Art Talent
Crushing Blow, Martial Art Talent
Instant Stand, Martial Art Talent
Missile Deflection, Martial Art Talent
Chapter Six: Critical Hits
Critical Hits
Does This Belong in My Campaign?
Does This Belong in My Campiagn? Ch 06
Critical Hits: System I
Critical Hits: System I
Critical Hits: System II
Critical Hits: System II
Critical Hits Charts
Location
Severity
Resistance
Reading the Critical Hits Table
Reading the Critical Hit Tables
Specific Injuries
Specific Injuries
Critical Hit Effects
Critical Hits Tables
Critical Hit Tables
Bludgeoning vs. Humanoids, critical hit table
Bludgeoning vs. Animals, critical hit table
Bludgeoning vs. Monsters, critical hit table
Slashing vs. Humanoids, critical hit table
Slashing vs. Animals, critical hit table
Slashing vs. Monsters, critical hit table
Piercing vs. Humanoids, critical hit table
Piercing vs. Animals, critical hit table
Piercing vs. Monsters, critical hit table
Chapter Seven: Weapons and Armor
Weapons and Armor
Equipment Groups
Equipment Groups
Reading the Equipment Lists
Stone Age or Savage Cultures
Tools/Common
The Bronze Age and Ancient Cultures
Roman
Dark Ages
The Crusades
Hundred Years' War
The Renaissance
Middle Eastern
Oriental
Firearms
Armor
Master Weapon List
Master Weapon List
Weapon Descriptions
Weapons Tables
Master Weapons Table
Weapon Groups
Weapon Groups
Weapon and Ability Bonuses
Weapons and Ability Bonuses
Armor Description
Armor Descriptions
Chapter Eight: Siege Warfare
Siege Warfare
Does This Belong in My Campaign?
Does This Belong in My Campaign?
War Machines
War Machines
Bombardment Engines
Bombardment Engines
Ballista
Bombard
Cannon
Catapult
Trebuchet
Bombardment Engine Procedures
Bombardment Engine Procedures
Indirect Fire Engines
An Example of Indirect Bombardment
An Example of Indirect Bombardment
Direct Fire Engines
An Example of Direct Bombardment
An Example of Direct Bombardment
Vehicles
Vehicles
Chariot
Howdah
Carrying Capacities For Beasts
Wagon
Driving Checks and Fliping Over
Ramming
Miscellaneous War Machines
Miscellaneous War Machines
Battering Ram
Bore
Cauldron
Gallery Shed
Greek Fire Projector
Mantlet/Abatis
Ram Catcher
Rocks
Critical Hits and Knockdown Dice, Siege
Multiple Targets
Siege Tower
Miscellaneous War Machine Costs and Weights
Escalades
Escalades
The Approach of a Castle
The Approach of a Castle
Walls
Walls
Wall Defenses
Scaling Walls
Ladders
Grappling Hooks
War Machine vs. War Machine
War Machine vs. War Machine
Fires
War Engine Attack and Defense Values
Sapping
Sapping
Petards
Petards
Creatures Inside Destroyed Targets
Creatures Inside Destroyed Targets
Magical Attacks
Magical Attacks
Bigby's Clenched Fist
Dig
Disintegrate
Earthquake
Fireball
Horn of Blasting
Incendiary Cloud
Lightning Bolt
Potion of Fire Breath
Mattock of the Titans
Maul of the Titans
Move Earth
Ring of the Ram
Ring of shooting Stars
Transmute Rock to Mud
Wall of Fire
Wall of Iron
Wall of Stone
Warp Wood
Sieges
Sieges
Reduction
Reduction
Reduction Procedures
Saving Throw Failure
Mines
Mines
Counter Mining
Investment
Investment
Mass Combat
Mass Combat
Mass Combat Procedures
An Example of Mass Combat
Proficiencies
Proficiencies
Chapter Nine: Monsters
Monsters
Does This Belong in My Campaign?
Does This Belong in My Campaign?
Creatures in Battle
Creatures in Battle
Intelligence
Alignment
Morale
Creature Types
Creature Types
Humanoid
Animal
Monster
Attack and Armor Types
Attack and Armor Types
Attacks
Armor
Index
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