Thursday, May 21, 2015

Translating High Gygaxian: Unarmed Combat (Part 1 - Pummeling)

The 1st Edition Dungeon Master's Guide is chock full of information for running AD&D games. Not all of the rules contained therein are understandable or even work as written. It has been established elsewhere that Gygax himself ignored most of the rules of AD&D in his own games, but I believe that he was constantly tweaking rules and seeing which ones worked, play-testing new ideas, and developing the game as a living, evolving entity. My effort here is to translate some of the more esoteric rules published back in 1979 into something understandable - mainly by providing some examples to work things out.

For this example, we will be examining how unarmed combat functions. This is listed  as NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES in the Dungeon Master's Guide. The player-side will be represented by a desert-ranger named Falim, an 8th level ranger who wears magical chain mail, a magic shield, wields a falchion of dancing, has a 17 Strength, 9 Dexterity, and 63 hit points. His opponent is a bugbear with AC 5, HD 3+1, and 18 hit points. During the combat, Falim noticed that the bugbear is carrying some sort of scroll tube which may contain information the party is seeking. While the others are busy slaying the other bugbears, Falim opts to pummel the bugbear into unconsciousness, take the scroll tube, then grill the captured bugbear for information when he wakes. Let's see how the section starts:

It is not uncommon for players to be weaponless at some stage of a game - or for better players to wish to attack an opponent bare-handed in order to most effectively neutralize that opponent's potential; whether to subdue or slay when neutralized is another matter. Three basic attack modes are recommended: PUMMEL, GRAPPLE, and OVERBEAR. Each method of attack is explained separately, and each has its own table and modifiers.

So far so good, it seems easy enough in theory. So let's get to the basics of this form of combat...

Variable Applicable to All Pummeling, Grappling, and Overbearing Attacks: The attacker takes the number of the column he or she normally uses for weapon attacks, 1 being that for the lowest levels, 2 being that for the next group of levels, and so on. To this number he or she adds the score of a secretly rolled d6, i.e. 1-6. The defender does the same, but the die score is that of a d4. The attacker may use this variable for:

1) a bonus to his or her base chance to pummel, grapple, or overbear, OR
2) a bonus to the score rolled for successful pummeling, grappling, or overbearing attack.

The defender may use the variable for:

1) a penalty (subtraction) to the attacker's base chance to pummel, grapple, or overbear, OR
2) a penalty (subtraction) to the attacker's pummeling, grappling, or overbearing attack which has succeeded.

The decision as to how to use the variable must be made prior to each attack.
 So, each combatant has a static bonus based on his or her attack column on the chart, and a random bonus based on a die roll, depending on whether they are being the attacker (1d6) or the defender (1d4). Now the column is determined from the combat matrix tables for the character's class, and the monster column depends on whether the monster is a humanoid with classes or attacks on the monster chart by hit dice. In the example above, Falim attacks as an 8th level ranger. This means he attacks using the 5th column on the chart, so his static variable is +5. The bugbear attacks as a 3+ hit die creature which is the 4th column on the monster charts, so he attacks with a static variable of +4. If Falim is the attacker, his bonus is 5+1d6, and the bugbear as the defender has a bonus of 4+1d4. Assuming Falim decides to use this bonus for his advantage he is going to add it to his result on the Pummel Table. The DM rolls randomly for the monster, coming up with the bugbear reducing Falim's chance of hitting.

Let's consider the next portion of the rules, which deals with the pummel attack itself.

Pummel: This attack form is aimed at battering an opponent into unconsciousness. It can be used with fists or dagger pommel (as in pummel) as weapons. 25% of damage sustained is actual; the remaining 75% is restored at a rate of 1 hit point per round. Whenever an opponent reaches 0 hit points, unconsciousness occurs. It lasts for 1 round, plus 1 round for every point of damage beyond 0 hit points which has been sustained, i.e. -4 hit points equals 5 rounds of unconsciousness. An unconscious opponent can be trussed or slain in 1 round.
Determination of First Attack Initiative: First attack initiative is determined by surprise, charging to attack, higher dexterity, or higher die roll - in that order. Whichever first occurs determines the first attack for the round, so in most cases the pummeling attacker will go first in the first round.
Let's assume that Falim has already been in combat for a while and has loosed his dancing falchion at another opponent. He is now weaponless and facing the bugbear in question. He still has his shield in his other hand for defense. The bugbear is armed with his morningstar and, since he is a large creature, is able to wield it one-handed with a shield. According to the initiative rules (explained above) the bugbear would strike first since there was no surprise, no charge made, and it is assumed that the bugbear has a higher Dex than Falim's 9 Dexterity. The DM could also have simply foregone this assumption and let the initiative roll decide. However, according to the General Notes section (listed at the end of the article), armed opponents always strike first, making first a fending blow and then a normal attack (if desired). Now we have to determine the hit chance for Falim, since the bugbear is not being cooperative and is attacking normally with a weapon. The bugbear fails to fend off the strike. Now it is Falim's turn. By virtue of his level, Falim is allowed to make 3/2 attacks - however nowhere in this section does it cover multiple attacks in unarmed combat so the DM may simply suspend that rule when not involved in melee weapon combat, or he or she may allow the usual multiple attacks per round. Interpretation of High Gygaxian is not an exact science....

Base Score to Hit: The base score on percentile dice is opponent AC value times 10 to arrive at a percentage to hit, i.e AC 10 = 100%, AC 9 = 90%, all the way to AC ratings of 0 and minus number which indicate no chance or a negative chance to score a hit. The base chance to hit is modified as follows: 

Attacker's dexterity, per point.....+1%
Attacker's strength, per point over 15.....+1%
Attacker's AC, per point with negative AC treated as positive by type*.....+1%
Opponent slowed.....+10%
Opponent stunned.....+20%
Opponent prone without shield or ready weapon and/or helpless.....AUTOMATIC HIT
Opponent base movement over 12"**.....-5%
Opponent hasted (includes speed potion).....-10%

* Magical protection such as rings, bracers, cloaks, etc. do not count as AC, so ignore them; encumbrance = AC 10.

** Do not count if unable to move freely - down, cornered, encumbered, etc.
Falim has a base chance to hit of 50% (because the bugbear has an AC of 5). Falim's Strength gives him +2% and his Dex +9%. His AC is -1 so he has +11%. No other modifiers apply. His base chance to hit is thus 50 + 2 + 9 + 11 = 72%. The bugbear rolled a 3 on the d4 (total of -7%) and thus Falim's attack chance is modified to 65%. He swings and hits with a 34% roll!


In each round of weaponless melee, there will be two pummeling attacks, and possibly several blows per attack. The attacker determines if a strike is successful, and then whether or not it does any damage and how much, if any. Percentile dice are rolled, and the score is modified as shown below. The PUMMELING TABLE is then consulted.

Attacker's Strength, per point over 12....+1%
Attacker's Strength, per 10% over 18.....+2%
Using wooden butt or mailed fist.....+5%
Using metal pommel.....+10%
Opponent slowed.....+10%
Opponent stunned.....+20%
Opponent helpless.....+30%
Active defender Dex per point over 14.....-2%
Active defender employing shield.....-10%
Leather or padded armor.....-10%
Chain, ring, scale, or studded leather.....-20%
Magical cloak or ring.....-30%
Banded, plate, or splint mail.....-40%
Helmet, open-faced.....-5%
Helmet, nasaled but otherwise open.....-10%
Helmet, visored or slitted.....-20%
This is where we run into some problems. It is assumed in the first sentence that there are TWO pummeling attacks per round, but I believe this to be one from each opponent. In this instance, it does not specify if fighters gain multiple attacks at higher levels, but the way it is stated seems to preclude that ability. However, the results of the table may allow each combatant extra attacks depending on their success, and since fighters would excel (having a higher bonus from more combat columns) they are already ahead of the curve. Also, as can be seen above, there is a lot of gray area regarding the armoring of a monster (or even of a character if certain details are not known prior to starting). For example, a bugbear is AC 5 - but we have no idea how that number was derived. My assumption is that the bugbear is carrying a shield and using his morningstar one-handed (which is easy for him since he is size Large, and has been depicted elsewhere in modules). This means he is wearing scale mail armor. Otherwise, he could be wielding the weapon with two hands and wearing chain mail. The decision is up to the DM. Since I stated he is using a shield we are going with the scale mail. So, Falim's Strength nets him +5%, his mailed fist another +5%. We are assuming that the bugbear's Dex is not above 12, but he is using a shield (-10%) and wearing scale mail (-20%) without a helm. Therefore, Falim rolls on the damage chart below with a -20% total modifier. However, his attack roll (secret d6) of 2 + 5 gains him +7%, bringing his damage bonus to -13%. Assuming that Falim rolls moderately well (say 62%) on percentile dice, his adjusted result is (62% - 13%=) 49%.

PUMMELING TABLE


Adj. Dice Score
 Result
hp of Dmg Scored
Under 01
Blow misses, opponent may counter
None
01-20
Ineffective blow, strike again
None
21-40
Glancing blow, off balance*
2 + Str bonus
41-60
Glancing blow, strike again
4 + Str bonus
61-80
Solid punch, off balance*
6 + Str bonus
81-00
Solid punch, strike again
8 + Str bonus
Over 00
Crushing blow, opponent is stunned**
10 + Str bonus

*Series ends, determination of next strike must be made.
**Opponent unable to attack for 1 full round.
 

Adjusted Dice Score = 49%
Result = Glancing blow, strike again
Hit Points of Damage Scored = 4 + Str bonus = 5 points.

Since the DM decides to allow fighter Multiple Strikes, and Falim has 3/2 attacks at this level, Falim gets to make a second attack this round at the same percentage chance. This time, however, he misses by rolling a 94%. The bugbear suffers a total of 5 points of damage (of which only 25% is actual, the remaining 75% is recovered at 1 hp per round) and the round ends.

This is the end of the Pummeling example. There are some general notes at the end of the section  (DMG, p. 73) that apply to some of these instances.

General Notes:

Multiple Opponent Attacks: it is possible for as many opponents as will physically be able to attack a single adversary to engage in pummeling, grappling, or overbearing attack modes. Attack order must first be determined. Attack from behind negates the shield and dexterity components of the defending creature. Hits are determined, then results, in order of attack.

Monsters using these attack modes will choose the most effective if they are human or humanoid and have above average intelligence, otherwise they will use the modes in random fashion. Creatures will always attack to overbear if they do not use weapons, except bears are similar monsters who seek to crush opponents by hugging attacks (these are grappling).

Opponents With Weapons Used Normally: If the opponent of a grappling, pummeling, or overbearing attack has a weapon, the opponent will always strike first unless the attacker has surprise. Any weapon hit does NO damage, but it does indicate that the attacker trying to grapple, pummel, or overbear has been fended or driven off, and the attack is unsuccessful. The weapon-wielder then has the opportunity to strike at the weaponless one "for real", if he or she so chooses. Surprised opponents with weapons have no chance for a fending-off strike, unless the attacker must use all surprise segments to close to grapple, pummel, or overbear.

Monks: Even if grappled, pummeled, or overborne, monks are able  to conduct open hand combat normally until stunned or unconscious.
As explained at the beginning of the example above, the bugbear was able to strike Falim first because he was armed with a weapon. If the bugbear had no weapon, then we would use the standard initiative determination. If the bugbear had managed to hit Falim with the fending strike, Falim would have lost his attack(s) for the round but taken no damage. It appears that the bugbear gets a chance to attack Falim normally if he fends off the unarmed strike. If Falim had managed to surprise the bugbear (and was close enough to strike that round), the bugbear would not have been allowed this fending strike. So it is better to try a sucker-punch on a surprised opponent than tackle someone unarmed if they are wielding a weapon. Obviously, anyone with a bow in their hands cannot be considered armed unless they intend to use the weapon as a club (with severe non-proficiency penalties).



Thursday, May 7, 2015

D&D: Evolution of Class and Race Over Time



OD&D (1974-1977)
Races (5)
Classes (8)
Man
Fighting Man
Elf
Magic-User
Dwarf
Cleric
Hobbit
+Thief
+Half-Elf
+Paladin

+Monk

+Assassin

+Druid

Original D&D offered only 4 races and 3 classes, and quickly added one race, one class and 4 sub-classes. This brought the total to 5 races and 8 classes.

AD&D (1978-1987)
Races (7+3)
Classes (12+2)
Dwarf
Cleric
Elf
Druid
Gnome
Fighter
Half-Elf
Ranger
Halfling
Paladin
Half-Orc
Magic-User
Human
Illusionist
+Drow
Thief
+Duergar
Assassin
+Svirfneblin
Monk

(Bard)

+Barbarian

+Cavalier

+(Thief-Acrobat)

Advanced D&D added in all the iconic races and classes known in the game today. Gnomes and Half-Orcs were added to the race list, bringing the total to 7 races. Unearthed Arcana added in sub-race types, some of which qualified as separate races due to their strange and unique powers (drow, duergar, svirfneblin). Rangers and Illusionists were added to the class list, as well as bards, the first known “prestige” class which required dual-classing to qualify. Unearthed Arcana added in the barbarian and cavalier classes (making paladins now a sub-class of cavalier) and the thief-acrobat specialization class (also a “prestige” class). All totaled, this brought the number of playable races to 10 (including the underdark versions) and playable classes to 14 (including “prestige” type classes).

B/X or BECMI D&D (1980-1994)
Classes (7)
Cleric
Fighter
Magic-User
Thief
Dwarf
Elf
Halfling

Basic/Expert D&D brought the number of classes back to a manageable level. The iconic core classes were retained and all the sub-classes removed. All classes were meant to be Humans. If one wanted to play a demi-human, then they chose that as their class and advanced as the typical demi-human type for their race. This meant that all dwarves were essentially fighters, all elves were fighter/magic-users, and all halflings were sneaky fighters. All told there were 0 races and 7 classes.

AD&D 2nd Edition (1988-1999)
Races (6)
Classes (4 or 9)
Dwarf
Priest (cleric, druid or specialty priest)
Elf
Warrior (fighter, paladin, ranger)
Gnome
Mage (wizard, specialist mage)
Half-Elf
Rogue (thief, bard)
Halfling

Human


2nd Edition AD&D removed the Half-Orc from the race list and reduced the number of classes available by removing monk and assassin. Base classes had generic versions still (cleric, fighter, wizard, and thief) and sub-classes were more like specialized versions of core classes. The druid was removed as a “class” and relegated to the “specialty priest” category, and the same was done to illusionists as “specialist mages.” Therefore, there were only 6 races and 9 specific classes to choose from, but specialization allowed for a wide range of variation.

D&D 3E (2000-2008)
Races (7)
Classes (11)
Dwarf
Barbarian
Elf
Bard
Gnome
Cleric
Half-Elf
Druid
Halfling
Fighter
Half-Orc
Monk
Human
Paladin

Ranger

Rogue

Sorcerer

Wizard

3rd Edition D&D was a step away from the Advanced D&D set-up perfected in the 1970s. The core races were reset to the same number and types as found in the original Player’s Handbook but the classes were tweaked to more resemble those of 2nd edition, with the addition of the Sorcerer and Barbarian as actual core classes. This version of the game provides for 7 core races and 11 core classes. The major change was allowing all races to be all classes with unlimited level advancement. Many more races and classes were later added in to the core classes making this the edition with the most race and class options available to the players.

D&D 4E (2009-2013)
Races (8)
Classes (8)
Dragonborn
Cleric
Dwarf
Fighter
Eladrin
Paladin
Elf
Ranger
Half-Elf
Rogue
Halfling
Warlock
Human
Warlord
Tiefling
Wizard

It seems that the core classes and races were normalized in 4th edition D&D. Some of the weaker classes were removed and replaced with combination classes that allowed for more customization. The removed classes were later restored in supplement materials, as were the missing gnomes and half-orcs. There were 8 races and 8 classes offered in the Player’s Handbook of this version.

D&D 5E (2014+)
Races (9)
Classes (12)
Dragonborn
Barbarian
Dwarf
Bard
Elf
Cleric
Gnome
Druid
Half-Elf
Fighter
Halfling
Monk
Half-Orc
Paladin
Human
Ranger
Tiefling
Rogue

Sorcerer

Warlock

Wizard

The current version of the game has returned to the base races plus two races introduced in the 3rd edition – namely the dragonborn and the tiefling. Some of the iconic classes of previous versions return along with the Warlock, first introduced as an alternate class in 3.5E and established as a core class in 4E. This brings the race total to 9 and the class total to 12. Undoubtedly there will be sourcebooks to increase this number over the next few years.

So technically speaking, there are as many classes in 1st edition as there are in 5th edition. There are also roughly the same number of races, although those races are quite different. Race and class have been increased and decreased over the years, with those preferring minimal numbers tending to like 2nd edition and B/X D&D rules. Those who prefer more options tend to like 3rd and 4th edition when the numbers of both class and race increased dramatically. This is probably also due to the mechanic of assigning ability scores to all monsters. By defining these creatures in character terms instead of a monster stat block it opens the door for mixing and matching monsters and races. I do prefer allowing this for humanoids since this was begun in 1st edition with shamans and witchdoctors for humanoids. Having a definable rule about which monsters can BE races and having them advance by character rules makes more sense to me. Other monsters, like dragons for example, should not have actual classes like characters.

I would like to see an edition where the 1st edition AD&D rules are adapted with some of the later rules to make a more cohesive ruleset without losing the flavor of 1st edition. For example, all those creatures listed in Deities & Demigods as having a deity should have clerics of those deities. Magic-using races should have spellcasting abilities. Humanoids should have clerics, magic-users, fighters, and thieves just like humans and demi-humans, as well as their own class level limits based on ability scores. We already know the average Strength scores of these creatures, as well as Intelligence ranges. Most, if not all, the humanoids would have higher levels in fighter than cleric or magic-user, and some might even be unlimited in thief (goblins, kobolds, bugbears, to name a few). I doubt that many would have access to sub-classes, although I would like to think that satyrs and centaurs could be rangers or druids and orcs and hobgoblins could be assassins. A monk would remain a strictly human class. Paladin is not a class suitable for any of the humanoids in the Monster Manual. I’m not against allowing unlimited advancement for demi-humans either, although I would only allow XP bonuses for high ability scores to humans in this case.

D&D 5E: Problems I have with how the game is run

It has been a gods-awful long time since I have revisited this soapbox of mine. In truth I've been busy running games and taking it easy...