Tag Archives: combat

One For All or All For One

Back in the 90s when I played 2E, before Third Edition was released, we played with perception as a seventh ability score. I’m not sure if this was inspired by something, or if it was a purely original house rule. We relied heavily on “roll equal to or less than” ability checks (even basing a custom system entirely around this mechanic at one point). While the traditional six ability scores cover most situations, it is not obvious which should be used, for example, to notice a sneaking monster. So, we added another 3d6 score for perception.

The WotC editions of D&D were designed similarly, and I’m sure many (most?) other games work the same way. It seems to intuitively make sense that being perceptive, being able to notice things, is a personal trait, and should vary from character to character. However, this doesn’t really work very well in the context of an adventuring party. For one thing, it replaces 1 roll with N rolls (or N lookups if you are playing with something like passive perception). Further, a well designed group game will not have many opportunities for one character to go off and do things without the participation of the others, so the utility of tying perception to the individual is limited.

There are two main places where perception is relevant to the game. The first is when a PC is trying to locate something that is concealed (either actively or passively), the second is when one group might not be aware of another group (like an ambush). The original game used a per-character system for the first and a group system (surprise) for the second. From The Underworld & Wilderness Adventure (page 9):

Surprise: A condition of surprise can only exist when one or both parties are unaware of the presence of the other. Such things as ESP’ing, light, and noise will negate surprise. If the possibility for surprise exists roll a six-sided die for each party concerned. A roll of 1 or 2 indicates the party is surprised. Distance is then 10-30 feet.

Surprise gives the advantage of a free movement segment, whether to flee, cast a spell or engage in combat. If monsters gain surprise they will either close the distance between themselves and the character(s) (unless they are intelligent and their prey is obviously too strong to attack) or attack.

There is precedent for using the surprise mechanic as a general stealth system. This way of doing things was preserved with minor variations through all the TSR editions of D&D. For example, in Second Edition, the check is 3 in 10 per side (2E PHB page 111); there are options that allow individual character attributes to influence the group roll though. I didn’t understand or use the original surprise system back then though, for whatever reason.

Perception as we used it (and as D&D 3E and 4E use it) is a highest common denominator system. You only need one person to notice a sneaking bugbear and then they can alert the other PCs. In contrast, movement rate is a lowest common denominator system. The group can only move as fast as it’s slowest member. Trap finding is also a highest common denominator system. If connected to player options, any kind of highest denominator system will structurally devolve into a skill tax when taken to its logical end. That is, an “optimized” group will have one character that is perceptive (with perhaps one backup).

It just doesn’t seem like much is being gained by individualizing perception in this case. Perceptive or not perceptive is an uninteresting character trait for purposes of roleplaying; it is pretty much just system mechanics. Does this same line of reasoning apply to hearing noise and searching for secret doors? Well, there is one major difference that I can think of. Listening at a door and searching are both proactive. In contrast, perception (or surprise) checks are generally passive, in the sense that they happen to the PCs rather than being initiated by them, and are also part of combat, which benefits more than other parts of the game from mechanical streamlining (because there are so many die rolls involved). If you base the search chance on class (like some editions do where default is 1 in 6 but elves have 2 in 6 change) then you minimize (but do not completely avoid) the skill tax problem.

I will close with one last observation. In the 90s, as has been commonly observed, tabletop RPGs moved away from problem solving and exploration and towards character development (influenced by the White Wold games and products that started to focus on character options). Thus, the logic of the individual character was privileged over the group (and game) experience. I can’t help but think that small mechanical changes like the perception skill are but manifestations of this larger trend, and are closely tied to the idea of RPGs as wish fulfillment fantasies. That, however, is probably a larger topic.

Minor actions considered harmful

One thing I have noticed when refereeing my current Nalfeshnee Hack 4E game is that combat takes longer (this is of course a common observation regarding Fourth Edition). I think this comes down to three factors. The first is that HP has increased dramatically in comparison to past editions whereas damage dealing capability has not (and in some cases has regressed). The second is that the grid encourages pondering positional possibilities, much like chess. The third is that players need to make more decisions per turn due to the formalization of actions during combat, and the possibilities for each type of action tend to be heavily suggested by explicit power and maneuver lists (decreasing the need for action creativity). Compare player turn structure in traditional D&D to Fourth Edition.

In traditional D&D, a player’s turn was this:
  1. What do I do?
Sometimes this includes some movement, and there are limits to that movement in the rules, but the concept is not that of a resource to be spent (in my experience). Further, special powers are not used every turn, as generally they are scarce resources, so there is no obvious list to select from (though this breaks down somewhat for high level casters, as the number of spell slots increases).
In 4E, every turn a player must as ask themselves the following questions:
  1. How will I spend my standard action? (Check power list for options.)
  2. How will I spend my move action? (Move, shift, or charge/run?)
  3. Does it make sense to take a minor action? (Check power list for options.)
  4. Should I take any free actions?
  5. Do I want to make any action substitutions?
  6. What order will I take my actions in?
In practice it is of course more streamlined than that, as players develop common patterns when using certain characters, but this is itself something of a problem in my eyes because it acts as barrier to creativity (note that something similar can happen in traditional D&D also; we’ve all seen players whose actions are continually “I attack the monster with my sword”).

The action substitution step is also worth mentioning because it is quite complex in terms of decision possibilities. There is a hierarchy of action types: a standard action can be used for a move but not the other way around. A standard can also be used for a minor action. So, for example, some of the common possibilities are:

  • Move, standard
  • Standard, move
  • Minor, minor, move
  • Move, minor, move
  • Etc.
You can see that there are quite a few possibilities, and all of them also have implications for the spacial relationship of the grid.

Another blogger just mentioned a similar observation. Zombiecowboy wrote:

But I think the biggest problem is what I call the economy of actions. My players feel that they need to eek out every little last drop of potential from their characters, making sure that they spend every action that they can. Did I do something with my free, minor, move, and all mighty standard action this turn?

And, because of how interrelated the 4E rules are, it is very difficult to simplify this process through house rules without doing significant violence to the rest of the ruleset. For example, I considered doing away with minor actions entirely and moving back towards the traditional approach, or at least simplifying the choices to: move-move, action-move, move-action. However, many powers are primarily useful in combos (use minor power X in order to set up favorable conditions for the use of standard power Y; combos).

Healing powers also tend to be minor actions. This is kind of ridiculous in my opinion, as it allows the cleric to move, shoot a laser (ahem, “lance of faith” at-will power), and then heal allies all in one turn. So such a change would also affect some classes more than others (and some “builds” more than others). Players that are used to the 4E concept of class balance tend to be unhappy with such changes.


Unrelated complaint: damn it Google! Because I am in Canada, whenever I view a blogspot blog it rewrites the URL to .ca rather than .com now. Why? It’s so annoying. Whenever I want to copy and paste a blogger URL I now need to edit it because .com is obviously a more stable address. I wish they would stop redirecting me to google.ca from google.com too. When I type a URL into the URL bar, that’s really the place I want to go. Redirection should only be used for transitions where content is actually being moved.

Against Armor Restrictions

In my B/X house rules, any class can wear any kind of armor.

There are, of course, trade-offs though.

Encumbrance is the primary penalty from wearing armor, and this applies to all classes. I use the LotFP encumbrance rules, modified slightly to allow characters with exceptional strength to carry more. Fighters are, practically speaking, likely to have higher strength than other classes, so this also in effect makes them less likely to be penalized for wearing armor (though clearly this will vary on an individual basis). To maximize mobility, a prudent fighter will not carry much other than armor and primary weapons. Squires or porters can be hired to carry extra weapons and other equipment.

Wearing any kind of armor interferes with the delicate gestures required for a magic-user’s spell casting. The following chance of spell failure applies: leather 1 in 6, chain 2 in 6, plate 3 in 6. If a prepared spell fails, it is not lost, but the round is wasted. The same goes for casting from a scroll; the scroll is not consumed.

Armor heavier than leather also interferes with the following thief skills: move silently, hide in shadows, climb walls, and legerdemain. Wearing heavier armor introduces a chance of failure: chain 1 in 6, plate 2 in 6.

Elves (or their human class variants, fighting magic-users) are not subject to spell failure when wearing armor. Faerie creatures such as elves are, however, not able to use mundane metal armor (such as armor of iron or steel) because close proximity of metal pains them greatly. They may use specially forged faerie-metal armor, which can only be procured in faerie realms. Elf armor tends to degrade if it spends too much time outside of elf lands, however. Dwarves are known for crafting durable faerie armor, but their prices tend to be steep and not just in terms of money. Dwarf-made armor is thus highly prized by elves that must journey in the sunlit realms.

Simple Stunts Rule

Inspired by this comment from Lasgunpacker over at Jeff’s Gameblog, here is a simple rule for combat stunts.

Say you want to perform a combat stunt that is high risk but also high reward (such as doing a backflip over charging goblins and kicking them over a ledge). The referee will give you a difficulty modifier based on the specific circumstances (say, -2) and if you accept the risk you make an attack roll. If you hit, your stunt succeeds (exact effect is by referee ruling). If you miss, it counts as a fumble, as if you had rolled a natural 1. Either roll on a fumble table or do whatever it is your group does for fumbles.

Mathematically, this compresses the probability distribution. Everything above the target number is something like a critical hit, and everything below is a fumble. It is the combat equivalent of “all in” which captures exactly the flavor that I think a stunt should have. Also note that a penalty to the attack roll need not always apply as the increased probability of a fumble may sometimes be enough of a difference from a normal attack.

Many systems use auto-success mechanics for stunts (e.g., luck or action points) which create exactly the opposite of the desired narrative effect: certainty rather than suspense. Another common game mechanic is to call for something like a dexterity or athletics check. I also consider this suboptimal because it emphasizes ability scores and thus character engineering. My dislike of emphasizing ability scores should by now be well established.

Quick Weapon Observation

I should have included this in my weapon damage by hit die post, but I didn’t think of it then. Check out this simple table of correspondences:

  • Fighter hit die: d8
    Iconic weapon: long sword (d8 damage)
  • Cleric hit die: d6
    Iconic weapon: mace (d6 damage)
  • Magic-user hit die: d4
    Iconic weapon: dagger (d4 damage)

That is, characters playing to type in B/X D&D naturally do hit die damage. The relationship breaks down slightly when ranged weapons are considered. Long bows inflict d8 damage and slings inflict d4 damage, fitting the pattern, but what ranged weapons do clerics use? If it’s a crossbow with a wooden stake, we are in business. In any case, the point here is not that this is an iron-clad rule, merely that it is a tendency.

The thief/rogue actually fits this pattern relatively well too, with dagger/short sword, and d4/d6, respectively. This also reflects the change from the thief (sneaky, bad at combat) to the rogue (stealthy, striker).

The main benefit of damage by hit die is to reduce a rather complicated table reference (the weapon damage chart) to an easily memorable rule. This is similar to what Talysman is trying to do (*) with his Liber Zero clone project. Note that this is not a core mechanic, which may have only one kind of resolution mechanism, but may also have a huge number of very specific rules for modifying the target number based on circumstances. Easily memorable elements may use several different resolution mechanisms, but they must not rely on a large corpus of external rules to function.

(*) – In his own words:

one of my personal goals with Liber Zero (quickly becoming the central goal of LZ) is to strip the game down to easily-memorizable elements so that the game can be played without reference to books

See here for more details.

Fighters & Weapons

There have been many proposals over the years for making the fighter a more interesting class to play. In OD&D, fighters can use any weapon or armor (including being the only class that can use magic swords). In addition, they can make one attack per round per hit die against enemies of 1 HD or less. Supplement I: Greyhawk added a weapon vs. AC table (pages 13 and 14). This applied to all classes, though fighters probably made the most use of it just because they were most likely to enter direct combat.

AD&D added weapon vs. AC, weapon space required, weapon speed factor (PHB page 38). Second edition added weapon specialization. This is another bonus mechanic that could stack with ability bonuses and magic bonuses (did AD&D have a specialization system, maybe in Unearthed Arcana?). Third edition added combat feats which allowed further bonus optimization and access to new powers (and recast weapon specialization as a series of combat feats). Fourth edition practically eliminated basic attacks (other than for opportunity attacks) and gave the fighter a stable of spell-like powers, including stances (buff-style persistent bonus powers, only one of which can be active at a time); 4E also retained maneuvers as combat actions such as bull rush, charge, and total defense (4E PHB page 286).


The class features that distinguish the fighter are:

  1. The ability to use all weapons and armor (*)
  2. The best combat attack bonus

Practically speaking, the ability to use all weapons and armor is quite formidable. Psychologically, “lacking penalties” is not very enticing. This advantage is further eroded when players (myself included, sometimes) chafe at weapons restrictions for other classes. While it’s true that probably all characters use weapons to some degree, it is the fighter that should, in my opinion, be the “weapons” class.

Regarding the fighter having the best combat attack bonus, every other class has a combat bonus (**), the fighter just has the best bonus. This is something of a problem, as, to use Second Edition as an example, a 7th level cleric is better at fighting than a 4th level fighter (THAC0 16 vs. THAC0 17, 2E PHB page 91). At no level is a fighter ever better at spell casting than a magic-user or cleric.

Returning to the idea that the fighter is the “weapons” class: why not bring back some version of the weapon vs. AC table, but only apply it to fighters? In order to do this reasonably, the modifiers must be all bonuses, as we don’t want fighters to be worse than other classes when using a specific weapon. This gets away from the simulation aspect of weapon vs. AC, but as simulation is not really my primary motivation here, that does not bother me.

As this post has already taken me long enough to write, I’m not going to try to put together a full table right now. Most approaches to such a table have been either by individual weapon (as in Supplement I: Greyhawk and AD&D) or by weapon class (as in 2E and most house rule systems I have found). Creating a separate entry for every weapon seems like overkill. It is both cumbersome to work with, and probably redundant. Do light, medium, and heavy lances really deserve different modifiers (as they have in AD&D)? Probably not. On the other hand, the slash-pierce-bludgeon trinity of 2E also seems less than satisfactory if what you are going for is tactical variety for fighters. So, I’m going to propose five categories, with some examples:

  • Slash (sword, glaive)
  • Pierce (spear, arrow, pick)
  • Bludgeon (club, night stick, staff, unarmed)
  • Crush (flanged mace, morning star)
  • Chop (axe)

Some weapons are versatile and can be used in more than one way. For example, a sword can be used as a piercing weapon or a slashing weapon, so the fighter can use whichever category gives the best bonus. I haven’t tried matching these categories against types of armor yet, but I can’t imagine that I would need more than 5 (multiplied by 2 due to shields): unarmored, leather, chain, light plate (encompassing scale and banded), and plate. I expect that this should be by named type rather than by armor class, which should allow it to be licensed under the OGL without needing to ape the SRD. Rob Conley took a similar approach in this Grognardia comment.

These bonuses are only applied against corporeal enemies. For enemies with some form of natural armor, the referee should just make a ruling if the player asks. For example, a bear could be considered as leather or hide armor, and a dragon could be as plate. Some enemies may be so tough that they have no tactical weapon weaknesses (such as an iron golem). There is no need to be too systematic about this, as different enemies of the same type can still have some level of uniqueness. There is also no need for the referee to worry about it; it is the player’s responsibility to make sure these bonuses are active (which even makes sense narratively, if you think about it, because a fighter would have to proactively attempt to exploit the weaknesses in an enemy’s defenses).

This approach has a number of practical benefits. One of the reasons that the weapon vs. AC modifiers are ignored is that if the rules are applied generally they add complexity to almost every attack roll. Since all the modifiers are modeled as bonuses, the fighter’s player has an incentive to keep track of them. It even makes sense under this regime for the DM to ignore these bonuses for most NPCs, since most NPCs are not classed fighters. Using this rule, I would expect that most non-fighter characters would carry one or two weapons to use in a support role, but that fighters would carry a whole host of weapons so that they would have one for each possible situation. This just feels right to me. Win, win, and win.

Weapon vs. AC bonuses can be used with either variable or constant damage dice. Delta said it better than I could:

I have no problem with weapon-vs-AC being used at the same time as variable damage dice. In D&D armor and hit points simulate different things.

I am actually considering using it with class-based damage. Characters will roll their hit die for damage (there is a similar idea in this Grognardia comment). Larger or two-handed weapons will be: roll two dice and take the highest. Thus, fighters would use d8, clerics d6, elves d6, magic-users d4, etc. A magic-user can use a two-handed sword, but it would only do 2d4 take the highest damage, and the magic-user would not be able to apply any bonuses for slashing or piercing. This incentivizes smaller (for encumbrance purposes) and cheaper weapons, which seems to make sense. Why spend extra money and backpack space on a military weapon if you are not trained to use it?


Elsewhere
1975 Ryth Chronicle via Risus Monkey: Ryth Chronicle (1975-1977) Table on page 4
1976 Supplement I: Greyhawk Pages 13 and 14
1978 AD&D Players Handbook Page 38
1978 AD&D Dungeon Masters Guide Pages 28, 71
1989 Second Edition Player’s Handbook (weapon type vs. armor modifiers) Page 90
2003 05 12 Dragonsfoot Weapon vs Armor Type – Natural Armor?
2008 10 11 ODD74 Alternate Combat Matrix
2008 11 17 Grognardia Weapon vs AC
2009 02 06 Alex Schroeder’s Wiki Weapon Specialities
2009 02 09 Dragonsfoot Weapon Types versus Armour Class
2009 02 13 Grognardia Request for Assistance
2009 02 14 Delta’s D&D Hotspot Proposal: Weapon vs. AC
2009 02 24 Delta’s D&D Hotspot Proposal: Weapon Classes
2009 06 17 Akratic Wizardry Class-Based Weapon Damage
2009 08 19 The Wheel of Samsara Recreating the Weapon vs. Armour Class Chart
2009 09 05 Blood of Prokopius Another Weapon vs. AC Table (East Asian weapons)
2009 09 09 The Wheel of Samsara Some Ideas on the Weapon vs. AC Chart (for Spellcraft & Swordplay)
2009 09 24 The Wheel of Samsara Weapon vs. AC: Once More, With Feeling (for Spellcraft & Swordplay)
2010 01 30 Bat in the Attic Revisiting Weapon vs AC for Swords & Wizardry (by weapon class)
2010 02 01 Bat in the Attic Revisiting Weapons vs AC – Weapons Aspect
2010 10 14 Blood of Prokopius Weapon vs. AC (again)
2011 02 25 Dragonsfoot Weapons vs. AC table
2011 07 16 Huge Ruined Pile “Alternative Combat System” + Weapon Type vs. AC matrices – any interest?
2011 07 16 Dragonsfoot Weapon “To Hit” vs. AC Adjustment Question
2011 07 16 Dragonsfoot nagora’s Making Wep. Vs Armour easier to use
2011 07 18 The Aspiring Lich Decoding the weapon “to hit” vs. AC table
2011 09 29 Strange Magic Weapon vs Armor Tables for B/X D&D
2011 11 08 Grognardia The Articles of Dragon: “Should They Have an Edge?”

Things to check that I don’t have access to:

  • Oriental Adventures weapon vs. AC table
  • The Complete Fighter’s Handbook

One final note: the OSR Search Engine I put together was very useful in doing the research for this post.


(*) Well, in systems that use weapon proficiencies, fighters are not proficient with all weapons, but they do get the most weapon proficiencies by a large margin.

(**) – Excepting LotFP, where no classes other than the fighter ever get better at fighting. I think this is quite inspired for a number of reasons, not least of which is the way this rule combats bonus inflation.