{"id":21,"date":"2018-05-21T00:54:06","date_gmt":"2018-05-21T05:54:06","guid":{"rendered":"http:\/\/dreadful.blkline.com\/?page_id=21"},"modified":"2022-09-15T23:24:22","modified_gmt":"2022-09-16T04:24:22","slug":"generalcombat","status":"publish","type":"page","link":"https:\/\/dreadful.missiledine.com\/index.php\/generalcombat\/","title":{"rendered":"General Combat"},"content":{"rendered":"<p><span style=\"font-size: x-large;\"><b>Combat<\/b><\/span> <em>AD&amp;D&#8217;s 1 minute combat round is unrealistic for traditional Sword &amp; Sorcery games, but it outrageously so for modern fire arms! To remedy this there are some changes, starting with Time and Initiative rolls.<\/em> <strong>Time in Victorian Dreadful <\/strong> <strong>One Hour = 6 Turns or 60 minutes<br data-rich-text-line-break=\"true\" \/>One Turn = 10 minutes (there are 6 turns in an hour)<br data-rich-text-line-break=\"true\" \/>One Minute = 6 Segments or 60 seconds<br data-rich-text-line-break=\"true\" \/>One Segment = 10 Seconds <br data-rich-text-line-break=\"true\" \/>One Standard Round = 3 Segments or 30 seconds (There are 2 rounds in a minute)<br data-rich-text-line-break=\"true\" \/>One Combat Round = 10 Seconds\u00a0 (Initiative is rolled on a D10<\/strong><strong>) <\/strong><\/p>\r\n<p><b>ACTION TYPES<\/b> An action\u2019s type essentially tells you how long the action takes to perform (within the framework of the 10-second Combat Round) and how movement is treated. There are four types of actions: Standard Actions, Move Actions, Full-Round Actions, and Free Actions. In a normal Standard Round, you can perform a standard action <b>AND<\/b> a move action, <b>OR<\/b> you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action. See Table: &#8216;<a href=\"https:\/\/dreadful.missiledine.com\/index.php\/actions\/\"><strong>Actions in Combat<\/strong><\/a>&#8216; for other standard actions AND Spell Descriptions to determine casting time for a particular spell. NOTE: Magic is<u><b> much <\/b><\/u>slower and harder to perform in this world. In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.<\/p>\r\n<p><b>Standard Action:<\/b><b> <\/b>A standard action allows you to do something, most commonly make an attack. <br \/><b>Move Action: <\/b>A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: <a href=\"https:\/\/dreadful.missiledine.com\/index.php\/actions\/\">Actions in Combat.<\/a> You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action. <br \/><b>Full-Round Action:<\/b><b> <\/b>A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below). Some full-round actions do not allow you to take a 5-foot step. Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option. <br \/><b>Free Action:<\/b><b> <\/b>Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free. <br \/><b>Not an Action:<\/b><b> <\/b>Some activities are so minor that they are not even considered free actions. They literally don\u2019t take any time at all to do and are considered an inherent part of doing something else. <br \/><b>Restricted Activity:<\/b><b> <\/b>In some situations, you may be unable to take a full round worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can\u2019t take a full-round action though you can start or complete a full-round action by using a standard action. <br \/><b>Spell Casting:<\/b> Spell casting times as listed in the spell descriptions are interpreted by the times listed above. Instantaneous spells occur instantly. For spells with a casting time measured in segments, <b>one segment is 10 seconds.<\/b> A spell that takes 3 segments or less can possibly be cast during the current combat round, though this may be impacted by the Adept&#8217;s initiative roll. A longer spell may not take effect until a later combat round. If the Adept&#8217;s initiative started high then the actual casting may occur in a later segment or even a later round. If the spell&#8217;s description lists casting time measured in Rounds, then that is a 1 MINUTE round, not a combat round. Turns are still 10 minutes. <br \/><b>SPEED<\/b> Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race, (in this game Human) age and what armor\/weight you\u2019re wearing or carrying. Adult humans have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor or carrying a load. Children (Usually under 12 years of age) have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor or carrying a load. If you use two move actions in a round (sometimes called a \u201cdouble move\u201d action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).<br \/><b>Initiative Rolls<\/b> EVERY character involved in combat will make an Initiative Roll. This is done with a <b>d<\/b><b>10<\/b><b>.<\/b> The point on the d10 represents a point in the upcoming Combat Round at which point the character may act. The lower the number rolled the earlier in the round the character may act. Dexterity can modify the Initiative roll. High DX allows the character to react more quickly, while low DX slows responses. Other events, such as Surprise and distractions can also affect Initiative. <br \/><span style=\"color: #ff0000;\"><span style=\"font-size: medium;\"><b>Standard Modifiers to Initiative<\/b><\/span><\/span><span style=\"font-size: medium;\">\u00a0<\/span><\/p>\r\n<table width=\"100%\" cellspacing=\"0\" cellpadding=\"4\">\r\n<tbody>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\"><span style=\"font-size: medium;\"><b>Specific Situation<\/b><\/span><\/span>\r\n<h2 class=\"western\">\u00a0<\/h2>\r\n<\/td>\r\n<td width=\"50%\">\r\n<h2 class=\"western\"><span style=\"font-size: medium;\"><b>Modifier<\/b><\/span><\/h2>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Dexterity Adjustments<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+1 to +6 OR -1 to -4<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Hasted<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Slowed<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">On Higher Ground<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">-1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Set to Receive a charge<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Wading or slippery footing<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Wading in deep water<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+4<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Foreign Environment*<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+6<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Hindered, (Tangled, Climbing, held)<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+3<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Waiting (see p. 112 PHB)<\/span><\/td>\r\n<td width=\"50%\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Surprise (See Table)<\/span><\/td>\r\n<td width=\"50%\">\u00a0<\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p><span style=\"font-size: medium;\">* Examples: Standing in quicksand, wet cement, briar patch, bonfire&#8230;..<\/span> <br \/><span style=\"color: #ff0000;\"><span style=\"font-size: large;\"><b>Optional Modifiers to Initiative<\/b><\/span><\/span><\/p>\r\n<table width=\"100%\" cellspacing=\"0\" cellpadding=\"4\"><colgroup> <col width=\"160*\" \/> <col width=\"96*\" \/> <\/colgroup>\r\n<thead>\r\n<tr valign=\"top\">\r\n<td width=\"62%\">\r\n<h2 class=\"western\"><span style=\"font-size: medium;\"><b>Specific Situation<\/b><\/span><\/h2>\r\n<\/td>\r\n<td width=\"38%\">\r\n<h2 class=\"western\"><span style=\"font-size: medium;\"><b>Modifier<\/b><\/span><\/h2>\r\n<\/td>\r\n<\/tr>\r\n<\/thead>\r\n<tbody>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Attacking with weapon<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">Weapon speed<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Breath weapon<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Casting a spell<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">Casting time<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td colspan=\"2\" valign=\"top\" width=\"100%\"><strong><span style=\"font-size: medium;\">Creature size (Monsters and characters attacking with natural weapons only)*<\/span><\/strong><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Tiny<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">0<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Small<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">0<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Medium<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">0<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Large<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Huge<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+3<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Gargantuan<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+5<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Innate spell ability<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td colspan=\"2\" valign=\"top\" width=\"100%\"><strong><span style=\"font-size: medium;\">Magical Items**<\/span><\/strong><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Miscellaneous Magic<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Potion***<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+4<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Ring<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">0<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Rods<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Scroll***<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">Casting time of spell<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Staff<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\">Wand (Normal spell casting)<\/td>\r\n<td width=\"38%\">0<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"62%\"><span style=\"font-size: medium;\">Turning\/Controling Undead<\/span><\/td>\r\n<td width=\"38%\"><span style=\"font-size: medium;\">0<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p><span style=\"font-size: medium;\">*This applies only to creatures fighting with natural weapons&#8211;claws, bites, kicks, punches, head butts, etc. Creatures using weaponry use the speed factor of the weapon, regardless of the creature&#8217;s size.<\/span> <span style=\"font-size: medium;\">**Use the initiative modifier listed unless the item description says otherwise. Note: Some Items are &#8216;always on&#8217; and require no initiative roll to use. <\/span> *** Presumes the potion or scroll is open and in hand.\u00a0 If it needs to retrieved and uncorked or unrolled it is treated as a Move Action. <br \/><br \/><span style=\"color: #ff0000;\"><span style=\"font-size: large;\"><b>Surprise Modifiers to Initiative <\/b><\/span><\/span><\/p>\r\n<table width=\"336\" cellspacing=\"0\" cellpadding=\"4\"><colgroup> <col width=\"112\" \/> <col width=\"69\" \/> <col width=\"129\" \/> <\/colgroup>\r\n<thead>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\"><b>Other Party is:<\/b><\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\"><b>Group&#8217;s Modifier<\/b><\/span><\/td>\r\n<td rowspan=\"6\" width=\"129\">\u00a0<\/td>\r\n<\/tr>\r\n<\/thead>\r\n<tbody>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Silenced<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Invisible<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-4<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Distinctive odor (smoke, powerful stench, etc.)<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">+2 <\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Every 10 members<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">+1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Camouflaged<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-1 to -3<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td colspan=\"3\" valign=\"top\" width=\"326\"><span style=\"font-size: medium;\"><b>PC Party is:<\/b><\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Fleeing<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<td rowspan=\"6\" width=\"129\">\u00a0<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">In poor light<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">In darkness<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-4<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Panicked<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Anticipating attack*<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Suspicious*<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td colspan=\"3\" valign=\"top\" width=\"326\"><span style=\"font-size: medium;\"><b>Conditions are:<\/b><\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Rainy<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-1<\/span><\/td>\r\n<td rowspan=\"4\" width=\"129\">\u00a0<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Heavy fog<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\"><span style=\"font-size: medium;\">Extremely still<\/span><\/td>\r\n<td width=\"69\"><span style=\"font-size: medium;\">+2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"112\">\u00a0<\/td>\r\n<td width=\"69\">\u00a0<\/td>\r\n<\/tr>\r\n<tr>\r\n<td colspan=\"3\" valign=\"top\" width=\"326\"><span style=\"font-size: medium;\">* A party anticipates attack when they have good cause to suspect immediate danger and know the likely general direction of an attack. A suspicious party is one that has grounds to believe another group might try to make a hostile move against them.<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p><span style=\"font-size: large;\"><b>C<\/b><b>over &amp; Concealment<\/b><\/span> <span style=\"font-size: medium;\">Cover and Concealment DOES impact firearms as it does other missile weapons.<\/span> <span style=\"color: #ff0000;\"><span style=\"font-size: large;\"><b>Cover and Concealment Modifiers to Hit<\/b><\/span><\/span><\/p>\r\n<table width=\"378\" cellspacing=\"0\" cellpadding=\"4\"><colgroup> <col width=\"129\" \/> <col width=\"106\" \/> <col width=\"117\" \/> <\/colgroup>\r\n<thead>\r\n<tr valign=\"top\">\r\n<td width=\"129\"><span style=\"font-size: medium;\"><b>Target is:<\/b><\/span><\/td>\r\n<td width=\"106\"><span style=\"font-size: medium;\"><b>Cover<\/b><\/span><\/td>\r\n<td width=\"117\"><span style=\"font-size: medium;\"><b>Concealment<\/b><\/span><\/td>\r\n<\/tr>\r\n<\/thead>\r\n<tbody>\r\n<tr valign=\"top\">\r\n<td width=\"129\"><span style=\"font-size: medium;\">25% hidden<\/span><\/td>\r\n<td width=\"106\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<td width=\"117\"><span style=\"font-size: medium;\">-1<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"129\"><span style=\"font-size: medium;\">50% hidden<\/span><\/td>\r\n<td width=\"106\"><span style=\"font-size: medium;\">-4<\/span><\/td>\r\n<td width=\"117\"><span style=\"font-size: medium;\">-2<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"129\"><span style=\"font-size: medium;\">75% hidden<\/span><\/td>\r\n<td width=\"106\"><span style=\"font-size: medium;\">-7<\/span><\/td>\r\n<td width=\"117\"><span style=\"font-size: medium;\">-3<\/span><\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"129\"><span style=\"font-size: medium;\">90% hidden<\/span><\/td>\r\n<td width=\"106\"><span style=\"font-size: medium;\">-10<\/span><\/td>\r\n<td width=\"117\"><span style=\"font-size: medium;\">-4<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p>Cover means hiding behind a solid, protective, object.\u00a0 For example a brick wall.\u00a0 Concealment means hiding, but not protected. For example, a shrubbery! <br \/><br \/><span style=\"color: #ff0000;\"><span style=\"font-size: large;\"><b>Combat Modifiers<\/b><\/span><\/span><\/p>\r\n<table width=\"100%\" cellspacing=\"0\" cellpadding=\"4\"><colgroup> <col width=\"128*\" \/> <col width=\"128*\" \/> <\/colgroup>\r\n<thead>\r\n<tr valign=\"top\">\r\n<td width=\"50%\">\r\n<h2 class=\"western\"><span style=\"font-size: medium;\"><b>Situation<\/b><\/span><\/h2>\r\n<\/td>\r\n<td width=\"50%\">\r\n<h2 class=\"western\"><span style=\"font-size: medium;\"><b>Attack Roll Modifier<\/b><\/span><\/h2>\r\n<\/td>\r\n<\/tr>\r\n<\/thead>\r\n<tbody>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Attacker on higher ground<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">+1<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Defender invisible<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">-4<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Defender off-balance<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">+2<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Defender sleeping or held<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">Automatic*<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Defender stunned or prone<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">+4<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Defender surprised<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">+1<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<tr valign=\"top\">\r\n<td width=\"50%\"><span style=\"font-size: medium;\">Rear attack<\/span><\/td>\r\n<td width=\"50%\">\r\n<p align=\"center\"><span style=\"font-size: medium;\">+2<\/span><\/p>\r\n<\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p><span style=\"font-size: medium;\">*If the defender is attacked during the course of a normal melee, the attack automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically.<\/span><\/p>\r\n<p><span style=\"font-size: large;\"><b>Melee Combat<\/b><\/span> <span style=\"font-size: medium;\">In Hand to Hand or Melee Combat, a trained Fighter may attack with a hand weapon <b>TWICE<\/b> in a Combat Round.<\/span> <span style=\"font-size: medium;\">The moment of the first attack is the Initiative roll. <\/span> <span style=\"font-size: medium;\">The moment for the second attack is calculated thus:<\/span> <span style=\"font-size: medium;\">If the Fighter has a Dexterity of 16, 17 or 18 the second attack is determined by SUBTRACTING the Reaction Adjustment from 10 Thus a DX16 Fighter will make his second attack in the 9th second. A DX17 in the 8th, a DX18 in the 7th.\u00a0 <\/span> <span style=\"font-size: medium;\">If the Fighter does not have a Reaction Adjustment the second attack occurs in the 10th second.<\/span> <span style=\"font-size: medium;\"><b>NOTE: The second attack can never happen before or at the same time as the first! If the fighter&#8217;s initiative roll causes his first attack to occur late in the round and there is no time remaining for the second attack, the fighter LOSES the second attack in that round BUT, AUTOMATICALLY gains his first attack of the NEXT round in the FIRST SECOND!<\/b><\/span> <span style=\"font-size: medium;\">All other Character classes, Adepts, Mystics, Rogues, etc attack with a hand weapon <b>ONCE<\/b> in a combat round, the segment of the attack determined by their initiative roll. Unless they are Fencers. (See Description.)<\/span> <a name=\"__DdeLink__8677_1337131467\"><\/a> <span style=\"font-size: medium;\">Examples: A Fighter with a DX of 17 enters melee combat with a saber. The Initiative Roll (d10) is 4 -2= 2 the fighter&#8217;s first attack will occur on the 2nd segment of the round. His second attack will occur on the 8th segment of the round.<\/span> <span style=\"font-size: medium;\">An Adept is cornered and forced to fight with his sword cane. He has a DX of 17. His Initiative roll is 6 &#8211; 1 = 4 His ONLY attack will occur on the 5th segment of the round.<\/span> <strong>NOTE:<\/strong> ALL Non Fighter classes (Adepts, Mystics, Mediums and Rogues) can only benefit a <strong>MAXIMUM of 1<\/strong> (If DX is 16 or higher) on Reaction Adjustment, regardless if their DX is actually 17 or 18. <br \/><br \/><b>Attacks of Opportunity<\/b> <span style=\"font-size: medium;\">Attacks of opportunity occur when a threatened character or creature ignores the enemy <\/span><span style=\"font-size: medium;\">next to it or turns its back on a foe. The threatening enemy gets to make an immediate <\/span><span style=\"font-size: medium;\">melee attack (or sequence of attacks for monsters with multiple attacks) against the <\/span><span style=\"font-size: medium;\">threatened creature. <strong>Attacks of opportunity cannot be performed with missile weapons.<\/strong> This is a free attack that does not take the place of any actions the threatening creature <\/span><span style=\"font-size: medium;\">had already planned.<\/span> <span style=\"font-size: medium;\">A creature can&#8217;t make more than one attack of opportunity against a single opponent in <\/span><span style=\"font-size: medium;\">the course of a combat round, but if several enemies leave themselves open, the creature <\/span><span style=\"font-size: medium;\">can make one free attack against each one.<\/span> <span style=\"font-size: medium;\">There is a limit to the number of attacks of opportunity a single creature may make in <\/span><span style=\"font-size: medium;\">one round. Fighters and monsters can make three attacks of opportunity plus one per five levels or Hit Dice. All other characters can make one attack of opportunity plus one per five levels. <\/span> <span style=\"font-size: medium;\">Surprised characters and monsters cannot make attacks of opportunity during the <\/span><span style=\"font-size: medium;\">round in which they are surprised.<\/span> <br \/><br \/><b>Employing Two Weapons<\/b> <span style=\"font-size: medium;\">If you wield a second weapon in your off hand, during Melee combat, you can get one extra attack per round with that weapon. You suffer a \u20136 penalty with your regular attack or attacks with your primary hand and a \u201310 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:<\/span> <span style=\"font-size: medium;\">If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike or punch is always considered light.) <\/span> <span style=\"font-size: medium;\">The Two-Weapon Fighting Skill (if successful) lessens the primary hand penalty by 2, and the off-hand penalty by 6.<\/span> <span style=\"font-family: Times New Roman, serif;\"><span style=\"font-size: medium;\">When you deal damage with a weapon in your off hand, you add only 1\/2 your Strength bonus<\/span><\/span><\/p>\r\n<table width=\"95%\" cellspacing=\"1\" cellpadding=\"2\"><colgroup> <col width=\"171*\" \/> <col width=\"50*\" \/> <col width=\"35*\" \/> <\/colgroup>\r\n<tbody>\r\n<tr>\r\n<td colspan=\"3\" width=\"100%\"><span style=\"font-size: medium;\"><b>Table:<\/b><b> <\/b><b>Two-Weapon Fighting<\/b><b> <\/b><b>Penalties<\/b><\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\"><span style=\"font-size: medium;\"><b>Circumstances<\/b><\/span><\/td>\r\n<td width=\"19%\"><span style=\"font-size: medium;\"><b>Primary Hand<\/b><\/span><\/td>\r\n<td width=\"14%\"><span style=\"font-size: medium;\"><b>Off Hand<\/b><\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\"><span style=\"font-size: medium;\">Normal penalties<\/span><\/td>\r\n<td width=\"19%\">\u2013<span style=\"font-size: medium;\">6<\/span><\/td>\r\n<td width=\"14%\">\u2013<span style=\"font-size: medium;\">10<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\"><span style=\"font-size: medium;\">Off-hand weapon is light<\/span><\/td>\r\n<td width=\"19%\">\u2013<span style=\"font-size: medium;\">4<\/span><\/td>\r\n<td width=\"14%\">\u2013<span style=\"font-size: medium;\">8<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\"><span style=\"font-size: medium;\">Two-Weapon Fighting Skill<\/span><\/td>\r\n<td width=\"19%\">\u2013<span style=\"font-size: medium;\">4<\/span><\/td>\r\n<td width=\"14%\">\u2013<span style=\"font-size: medium;\">4<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\"><span style=\"font-size: medium;\">Off-hand weapon is light and\u00a0Two-Weapon Fighting Skill<\/span><\/td>\r\n<td width=\"19%\">\u2013<span style=\"font-size: medium;\">2<\/span><\/td>\r\n<td width=\"14%\">\u2013<span style=\"font-size: medium;\">2<\/span><\/td>\r\n<\/tr>\r\n<tr>\r\n<td width=\"67%\">\r\n<p align=\"left\"><span style=\"font-family: Times New Roman, serif;\"><span style=\"font-size: medium;\">Damage effect<\/span><\/span><\/p>\r\n<\/td>\r\n<td width=\"19%\"><span style=\"font-size: medium;\">Normal ST Bonus<\/span><\/td>\r\n<td width=\"14%\"><span style=\"font-size: medium;\">1\/2 ST Bonus<\/span><\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<p><b>DISARM<\/b> <span style=\"font-size: medium;\">As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent\u2019s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.<\/span> <span style=\"font-size: medium;\">If you\u2019re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn\u2019t a melee weapon the defender may still oppose you with an attack roll, but takes a penalty and can\u2019t attempt to disarm you in return if your attempt fails.<\/span><br \/><span style=\"font-size: medium;\"><span style=\"color: #000000;\"><span style=\"font-family: Liberation Serif, serif;\"><b>Step 1: <\/b><\/span><\/span><span style=\"color: #000000;\"><span style=\"font-family: Liberation Serif, serif;\">Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. <\/span><\/span> <span style=\"color: #000000;\"><span style=\"font-family: Liberation Serif, serif;\"> If the defender\u2019s attack of opportunity deals any damage, your disarm attempt fails.<\/span><\/span><\/span> <br \/><span style=\"font-size: medium;\"><b>Step 2: <\/b>Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a \u20134 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn\u2019t a melee weapon, the defender takes a \u20134 penalty on the roll.<\/span> <br \/><span style=\"font-size: medium;\"><b>Step 3:<\/b><b> <\/b>Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender\u2019s weapon is on the ground in the defender\u2019s square.<\/span> <span style=\"font-size: medium;\">If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.<\/span> <span style=\"font-size: medium;\"><i>Note:<\/i> A defender wearing spiked gauntlets can\u2019t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed.<\/span> <span style=\"font-size: medium;\"><br \/><b>Grabbing Items<\/b><\/span> <span style=\"font-size: medium;\">You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.<\/span> <span style=\"font-size: medium;\">If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. <\/span> <span style=\"font-size: medium;\">A pistol in a holster or a knife in a sheath is<b> not<\/b><i> <\/i>easily snatched. A pistol tucked in a belt or waist band <b>is<\/b> easily snatched.<\/span> <span style=\"font-size: medium;\">Unlike on a normal disarm attempt, failing the attempt doesn\u2019t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.<\/span> <span style=\"font-size: medium;\">You can\u2019t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.<\/span> <br \/><b>All Out Defense<\/b> <span style=\"font-size: medium;\">In order to make himself harder to hit, a character can parry&#8211;forfeit all actions for the <\/span><span style=\"font-size: medium;\">round&#8211;he can&#8217;t attack, move, or cast spells. This frees the character to concentrate solely <\/span><span style=\"font-size: medium;\">on defense. At this point, all characters but Fighters gain an AC bonus equal to half their <\/span><span style=\"font-size: medium;\">level ROUNDED UP. A 5th or 6th-level Adept would have a +3 bonus to his AC (lowering his AC by 3). A fighter gets a bonus equal to half his level plus one. A 5th or 6th-level fighter would gain a +4 AC bonus.<\/span> <span style=\"font-size: medium;\"><b>Note:<\/b> that this is not a perfect all-around defense, and it&#8217;s not effective against <\/span><span style=\"font-size: medium;\">rear or missile attacks of any kind. It applies only to those characters attacking the defender with frontal melee attacks. Further, this optional defense has no effect against bullets, magical attacks, explosions and such. So it wouldn&#8217;t do anything to protect a character from the blast of a cannon, the force of a lightning bolt or fireball, or being shot from a distance.<\/span><\/p>\r\n<p><a href=\"https:\/\/dreadful.missiledine.com\/index.php\/critical-hits\/\" target=\"_blank\" rel=\"noopener noreferrer\"><span style=\"font-size: medium;\"><strong>Critical Hits: Natural 20<\/strong><\/span><\/a> <span style=\"font-size: medium;\"> <br \/><\/span>When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target\u2019s Armor Class, and your level.\u00a0 This means that the Hit MIGHT be a Critical Hit.<br \/>A Critical Hit means that the <strong>BONUS DAMAGE<\/strong>, (Those points derived in the x2 of the original roll.) is applied to the Target&#8217;s CONSTITUTION and NOT their Hit Points.\u00a0 If the target&#8217;s CN is taken to 0 they are in a Coma.\u00a0 If it is Negative, they are Dead.<br \/>To find out if it\u2019s a Critical Hit, you immediately make another attack roll, <strong>Situational Modifiers such as Surprise, DO NOT apply for this second roll.<\/strong><\/p>\r\n<p>\u00a0If this roll is a miss, then your hit is just a <strong>regular Natural 20 hit<\/strong> and all the doubled damage is applied ONLY to the Target&#8217;s Hit Points. (Unless the total exceeds the targets Hit Points, in which case excess carries through to Health\/Constitution.<\/p>\r\n<p>If the roll results in ANOTHER hit against the target\u2019s AC, your original hit is now a Critical Hit. (The critical roll just needs to hit to give you a hit. It doesn\u2019t need to come up 20 again.) And all the <strong>Bonus Damage<\/strong> is applied to the Target&#8217;s Constitution.<\/p>\r\n<p>IF the second roll is another Natural 20 the damage total is <strong>doubled again.<\/strong><\/p>\r\n<p>Note: Any damage reductions, due to body armor or such, is factored into the original Damage Roll.<\/p>\r\n<p><i><strong>Spells and Critical Hits:<\/strong> <\/i>A spell attack cannot score a critical hit. <br \/><br \/><strong>Where did you hit him?<\/strong> Unless the character is attempting a Called Shot, the part of the target that is actually hit is rolled randomly on the following chart.<\/p>\r\n\r\n\r\n\r\n<figure class=\"wp-block-table\">\r\n<table>\r\n<tbody>\r\n<tr>\r\n<td><strong>Dice Roll<\/strong><\/td>\r\n<td><strong>Body Part<\/strong><\/td>\r\n<td><strong>Damage Effect<\/strong><\/td>\r\n<\/tr>\r\n<tr>\r\n<td>1,2<\/td>\r\n<td>Groin<\/td>\r\n<td>Impaling x 1.5<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>3,4<\/td>\r\n<td>Abdomen<\/td>\r\n<td>Impaling x 1.5<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>5,6<\/td>\r\n<td>Chest<\/td>\r\n<td>Impaling x 1.5<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>7<\/td>\r\n<td>Upper Left Arm<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>8<\/td>\r\n<td>Lower Left Arm<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>9<\/td>\r\n<td>Left Hand<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>10<\/td>\r\n<td>Upper Right Arm<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>11<\/td>\r\n<td>Lower Right Arm<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>12<\/td>\r\n<td>Right Hand<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>13<\/td>\r\n<td>Upper Left Leg<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>14<\/td>\r\n<td>Lower Left Leg<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>15<\/td>\r\n<td>Upper Right Leg<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>16<\/td>\r\n<td>Lower Right Leg<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>17<\/td>\r\n<td>Left Foot<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>18<\/td>\r\n<td>Right Foot<\/td>\r\n<td>Normal<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>19<\/td>\r\n<td>Face<\/td>\r\n<td>Normal 1 in 3 chance of being blinded<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>20<\/td>\r\n<td>Head (Brain)<\/td>\r\n<td>Impaling x 1.5 Critical<\/td>\r\n<\/tr>\r\n<tr>\r\n<td>\u00a0<\/td>\r\n<td>\u00a0<\/td>\r\n<td>\u00a0<\/td>\r\n<\/tr>\r\n<\/tbody>\r\n<\/table>\r\n<\/figure>\r\n","protected":false},"excerpt":{"rendered":"<p>Combat AD&amp;D&#8217;s 1 minute combat round is unrealistic for traditional Sword &amp; Sorcery games, but it outrageously so for modern fire arms! To remedy this there are some changes, starting with Time and Initiative rolls. Time in Victorian Dreadful One &hellip; <a href=\"https:\/\/dreadful.missiledine.com\/index.php\/generalcombat\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":[],"_links":{"self":[{"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/pages\/21"}],"collection":[{"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/comments?post=21"}],"version-history":[{"count":39,"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/pages\/21\/revisions"}],"predecessor-version":[{"id":2369,"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/pages\/21\/revisions\/2369"}],"wp:attachment":[{"href":"https:\/\/dreadful.missiledine.com\/index.php\/wp-json\/wp\/v2\/media?parent=21"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}