Professional Documents
Culture Documents
by Jordan
Clarke Hayes
Melee tactics
for either edition of the ADBD� gameIn the AD&D�
game, the rules
for res
olving melee are concis
e and s
imple.
This
promotes
role�playing and heroics
over the s
econdary details
ofprecis
ely how a blow s
trikes
or mis
s
es
.
This
s
imple s
ys
tem fulfills
its
function admirably.
However any tactics
bes
ides
running away ins
tead offighting are neglected as
a res
ult.
Luckily, as
the
s
ys
tem is
open-ended,rules
s
imulating a defens
ive or offens
ive pos
ture in melee can
eas
ily beadded.
Many games
in which man�to�man combat is
an integral part permit
characters
to parry, dodge, or otherwiae negate blows
by allowing combatants
to roll
agains
t an appropriate s
kill or ability.
This
gives
players
a greaterfeeling of
control over what happens
to their characters
during melee.
Unfortunately, s
uch a
s
ys
tem makes
additional rules
references
and die rolls
a neces
s
ary evil that s
lows
down the action.
In the AD&D game, where minutes
of game time are ideally res
olved
with but a few qu�ck tos
s
es
of the dice,s
uch a s
ys
tem is
not des
irable.
Likewis
e,
s
ys
tems
that allow the employmentof very s
pecific s
trikes
and s
imilar actions
do
not truly belong in mos
tAD&D games
, where much of the activity in a melee round is
as
s
umed and comes
to life only when narrated by a Dungeon Mas
ter.
The rules
here
pres
ent a s
et of clos
ecombat tactics
that allow combatants
to better control their
actions
in the mids
t of battle.
Thes
e rules
create thevarious
s
trategic
poaaibilities
of melee without changing the exis
ting gamerules
or caus
ing the need
for additional die rolls
each round.
Note that the AD&D 2nd Edition rules
offer a
s
imple s
olution to the problemof the lack of pos
s
ible options
in melee by
introducing an optional parrying rule (Player's
Handbook, page 100).
Unfortunately,
this
rule is
anall-or-nothing affair.
Beaides
being of limited us
e to a primarily
low-level game, this
does
not addres
s
the pos
s
ibility of any tactic other than a
defens
ive one.
Since the parrying rule in the PHB and melee-tactics
s
ys
tempres
ented
here do not work together cons
ider the rules
here as
a pos
s
iblereplacement to the
parrying rule for thos
e who want to add a little mores
ubs
tance to their AD&D game
battles
.
The bas
ics
Page 105 of the AD&D ls
t Edition Players
Handbook contains
the
pas
s
age: "The 1 minute melee round as
s
umes
much activity-rus
hes
, retreats
, feints
,
parries
, checks
, and s
o on.
Once during this
period each combatant has
the
opportunity to get a real blow in:' Building on this
s
tatement, one canconclude
that a tactically minded warrior can decide how much he lets
his
guard down when
attempting this
blow.
Likewis
e, a des
perate warrior canattack with complete
abandon, neglecting the evas
ions
and parries
as
s
umed to be a part of the melee
round.
This
can eas
ily be s
imulated in combatby allowing combatants
to s
elect from
five s
tyles
of fighting: normal attack and defens
e; active defens
e; full defens
e;
active attack; and full attack.
The "normal attack and defens
e" s
tyle of fighting
us
es
the s
tandard AD&.
Drules
for melee combat, as
s
uming a generally equal
dis
tribution betweenoffens
ive and defens
ive actions
on the part of any given
combatant.
Us
edextens
ively when combat is
between fairly balanced forces
, with
neither s
ide having gained the upper hand, normal attack and defens
e is
the mos
t
commonly us
ed melee tactic.
Though not an addition to the rules
, the normal mode of
attacking is
s
hownhere for the purpos
e of comparis
on.
It is
the midpoint on which
thefollowing offens
ive and defens
ive tactics
are bas
ed.
In all tactics
that follow,
the modifiers
to hit and to armor clas
s
arecumulative with bonus
es
and penalties
for s
trength, dexterity, magicalbonus
es
, weapon proficiency, weapon s
pecialization,
and other s
ituations
.
The armor-clas
s
modifiers
apply only to the final armor clas
s
of theattacker, not his
armor type (a dis
tinction important if weapon type vs
.
armor
modifiers
are us
ed in an AD&D ls
t Edition game).
Tactic initiativemodifiers
are
applied to the initiative die roll.
Modifiers
for the AD&D ls
t Edition game are
applied to the ld� initiative roll, where the highes
t rollwins
, but applies
only if
every combatant on the s
ide of the battle inques
tion us
es
the s
ame tactic.
If
individual initiative dice are rolled, the appropriate modifiers
are allowed only
to thos
e combatants
us
ing thes
etactics
.
T�ctic modifiers
for the AD&D 2nd Edition
game may be applied to either theoptional group initiative or individual initiative
s
ys
tem of the AD&D ZndEdition game (s
ee pages
94-95 of the Player's
Handbook).
If
the s
tandardinitiative s
ys
tem is
employed, tactic initiative modifiers
affect the
1d10roll only when everyone on one s
ide of the fight is
employing the s
ame tactic.
Active defenee: This
allows
s
ome attacking when an obvious
advantagepres
ents
its
elf, but there is
an underlying commitment to defens
ivemovements
during the
cours
e of the melee round.
Depending on the individualperforming the action, active
defens
e may cons
is
t of quick dodges
andcircling maneuvers
, a rais
ed and braced
s
hield, a bladed weapon extended ina ready pos
ition to keep opponents
at a dis
tance
or to abruptly s
trike ifthey come too clos
e, etc.
A warrior who mus
t delay an enemy
until aidarrives
, or employs
the active-defens
e tactic.
Another common us
e of this
tactic is
by cautious
fighting men who want to "feel their opponents
out"for a
round or two to get an es
timate of their opponents
' abilities
, withs
ome ins
urance
agains
t a quick death dealt by a vas
tly s
uperior foe.
A s
hield-bearing character
us
ing activedefens
e has
a -2 penalty on his
attack rolls
and a +2 bonus
to his
armorclas
s
for the round.
A character without a s
hield gains
only a + 1 bonus
tohis
armor' clas
s
with a -2 penalty to hit.
Thus
, a ranger with leather armor and a
s
hield who us
es
active defens
e has
a frontal armor clas
s
of 7 -2 = 5;if he had no
s
hield, the ranger would have AC 6.
Lls
ing the AD&D ls
t Edition rules
, a character
us
ing this
tactic has
a -1 penalty on initiative.
In AD&D 2nd Edition rules
, there
is
a +2 initiative penalty with this
tactic.
Fulldefens
e: 'This
tactic is
akin to
active defens
e but to a more extremedegree.
The defender abandons
all offens
ive
actions
in lieu of protectives
tances
, blocks
, and evas
ions
.
A character who is
s
o
hadly wounded that thes
lightes
t blow is
s
ure to s
lay him often utilizes
this
tactic
in the hopes
that he can s
urvive long enough for his
comrades
to win the day.
A
character us
ing this
tactic cannot make any attack rolls
at all; nor can he cas
t
s
pells
of any s
ort.
If he has
no s
hield, he gains
a +2 bonus
to his
armor clas
s
for
that round.
If he has
a s
hield, he receives
a +4 bonus
on his
armor clas
s
for that
round, excluding all s
hield bonus
es
.
Initiative rolls
are irrelevant, s
incethe
character takes
no action other than to defend hims
elf; he cannot runaway while
us
ing this
tactic.
Thus
, a ranger in chain mail with a bodys
hield us
ing full
defens
e has
an armor clas
s
of 4-4=0 to his
front andflanks
, but he has
AC 5 from
the rear.
If he had no s
hield, he would have AC 2 from the front and flanks
.
A body
s
hield us
ed in this
manner offers
a total bonus
of +6 to armor clas
s
vs
.
normal
mis
s
ile fire (excluding objects
hurled by giants
or s
iegeengines
); this
bonus
is
in
addition to all s
hield bonus
es
.
Protection frommis
s
ile fire applies
only inthe
direction from which the mis
s
iles
are coming.
Full-defens
e, dexterity,and s
hield
bonus
es
to armor clas
s
apply only to the character's
front andflanks
, not to his
rear.
The ranger in the previous
example would be AC -2vs
.
arrow fire from orcis
h
archers
to his
front, but not to thos
e fromeither flank or to his
rear.
Active
attack: This
offens
ive tactic is
characterized by the launching of as
eries
of well-
aimed attacks
in the effort to land an effective blow.
Ofcours
e, the attacker doing
this
mus
t abandon a great deal of caution, lowerhis
guard while winding up for the
enhanced attack, and accept a greaterchance of being s
truck by the enemv.
This
tactic is
us
ed when fighting foes
with good armor clas
s
es
and in s
ituations
when it
is
important to hit anopponent quickly.
A character making us
e of this
tactic has
a
+ 1 bonus
onall attack rolls
that round and has
a -1 penalty to his
armor clas
s
for
theround.
No armor clas
s
es
above (wors
e) than 10 are pos
s
ible.
The attacker can us
e
a s
hield of medium s
ize or s
maller with this
tactic, but a larger s
hield is
too
clums
y to handle with an active attack.
In ls
t Edition rules
, us
e ofthis
tactic
entails
a + 1 initiative bonus
for the attacker; in 2nd Editionrules
, there is
a -2
bonus
to initiative.
Full attack: This
tactic emhodies
a s
imple idea: to hurl blow
after blow atan enemy without paus
ing to ctodge or parry.
Full attack is
a s
trategy
ofthe foolhardy, the des
perate, the bers
erk, or the extremelv well armored.
This
tactic does
not replace the charging rules
in either edition of theAD&D game books
,
as
it is
not the s
ame thing (s
ee the ls
t Edition DMG, page66, or the 2nd Edition
DMG, page 59).
A character may not charge and us
e the fullattack option in the s
ame
round unles
s
he is
entitled to more attacks
after the initial charge in the s
ame
round (s
ee "Special cas
es
").
No bonus
es
are gained by bracing a weapon agains
t a
foe us
ing this
tactic.
A character utilizing this
tactic has
a +2 bonus
on to-hit
rolls
and a -2penalty to his
armor clas
s
for the round.
No armor clas
s
es
above
(wors
e)than 10 are pos
s
ible.
No s
hield can be us
ed by the attacker, and nodexterity
bonus
es
for armor clas
s
are applied.
Us
ing ls
t Edition rules
, theinitiative
modifier for the attacker is
a +2 bonus
; for 2nd Edition rules
,is
a -3 bonus
.
For
example: Trad, a fighter with anaverage dexterity and leather armor, performs
the
full-attack tactic.
Whenhe is
attacked that round, Trad s
uffers
a -2 penalty on his
normal armorclas
s
of 8, res
ulting in an armor clas
s
of l0 for the round.
If Trad had noarmor to
protect hims
elf (AC 10), the full�attack option would s
till leavehim with AC 10.
Optional rule: Bers
erker NPCs
(as
per the Mons
trous
Compendium, "Men") mayhe
allowed to us
e the full-attack routine while doubling their normal number of
attacks
per round, to make their attacks
more deadly.
Thus
, a 7th-levelwarrior who
was
a bers
erker could attack three times
per round at +2 to hit, but would
otherwis
e be s
ubject to all the res
triction given in this
articlefor full attacks
.
Clos
e-Combat Tactics
Table Attack Initiative Armor
claas
Tactic modifier modifier � modifier� �Active
defens
e -2 penalty -1/+2 penalty +1/+2 bonus
Full defens
e nil
nil - 2/ +4 bonus
* * *Active attack + 1 bonus
+ 1/ -2
bonus
-1 penaltyFull attack +2 bonus
+2/-3 bonus
+2 penalty* Figures
before the s
las
h are for the AD&,D ls
t Edition game; thos
e afterthe s
las
hare for
the AD&D 2nd Edition game.
* * Figures
before the s
las
h are for combatants
not us
ing
s
hields
; thos
eafter thes
las
h are for thos
e with s
hields
.
* * * + 6 bonus
with a body
s
hield vs
.
s
mall mis
s
iles
.
Tactics
in play To us
e one of thes
e tactics
in place of
attacking and defending normally, a player mus
t declare his
des
ire to do s
o at the
beginning of a melee roundbefore any initiative rolls
are made.
All appropriate
modifiers
are thenapplied for the tactic declared, as
per the Clos
e-Combat Tactics
Tableherein.
At the end of the round in which the tactic was
us
ed, the pers
on who
employed the tactic may either keep us
ing that tactic, change tactics
, orattack
normally in the next round.
To s
ave the DM the trouble of as
king each player in turn
if his
character is
us
ing a tactic or is
attacking normally at the s
tart of each
round, it is
generally expedient to as
s
ume that any given combatant will always
employthe s
ame tactic us
ed on the previous
round, unles
s
the player controllingthe
combatant s
pecifically declares
otherwis
e before the initiative roll.
Any character
us
ing a melee weapon with which he has
proficiency ors
pecialization is
free to
employ any tactic he des
ires
.
Thes
e tactics
arenot res
tricted to the fighter clas
s
.
Subject to the DM's
dis
cretion, s
omeweapon-us
ing mons
ter and humanoid types
can be
dis
ciplined enough to perform thes
e tactics
.
Someone wielding a weapon without
proficiency in that weaponmay not us
e any of the offens
ive or defens
ive tactics
lis
ted here.
Thefollowing is
an example of how thes
e rules
might be us
ed in play:
DM: "Avorak, you're in the doorway tothe central chamber.
You were s
erious
ly
wounded by the ogre guard after youmis
s
ed it with your broad s
word.
It's
a new
round, s
o roll initiative:'Avorak's
player: "How far back down the pas
s
age is
the
res
t of the party?"DM: "About eighty feet:'Avorak's
player: "I don't want get
bas
hed again.
I'm going to us
e fulldefens
e as
I withdraw back toward the res
t of
the party.
That makes
my armor clas
s
of four go down to zero:'DM (after referring
to a table and rolling a die): "All right.
You rais
eyour trus
ty s
hield, and cras
h!
You parry the ogre's
club and s
tep out of his
way:'From this
example, it is
apparent that clos
e-combat tactics
in melee allowthos
e engaged in combat a greater
variety of pos
s
ible actions
and provide avehicle on which game-enhancing role-
playing can be bas
ed.
Beyond this
, theus
e of the s
ys
tem can aid players
and DMs
in
the narrating and vis
ualizingof combat s
cenes
that might otherwis
e be a meaningles
s
tes
t of dice-rollingwith little s
trategy involved to s
park interes
t.
Special cas
es
Multiple attacks
: The attack modifier of a tactic being us
ed by a warriorwith more
than one attack per round is
applied to each attack the warriorcan make that round.
The initiative modifiers
of the tactics
given here are not affected if theus
er is
capable of multiple attacks
.
They are exactly the s
ame as
ins
tandard s
ituations
and
are applied in exactly the s
ame way as
with tactics
' us
es
by thos
e with only one
attack per round.
The armor clas
s
modifiers
for tactics
us
ing combatants
with more
than oneattack are implemented normally; they s
imply are applied as
s
hown on the
Clos
eCombat T�ctics
T�ble.
Fighting men who get 3/2 or 5/2 attacks
per round us
e
tactics
normally, with one exception.
Thes
e characters
mus
t us
e one tactic per s
et
of attacks
(3 or 5 as
above), not per round.
This
means
that a fighters
with 3/2 or
5/2attacks
per round mus
t keep the s
ame tactic for two cons
ecutive rounds
-thetime
needed to make one s
et of attacks
.
Multiple weapons
: The s
ame rules
for tactics
that
apply to thos
e capable of multiple attacks
with a s
ingleweapon als
o apply to any
character getting extra attacks
through the us
e oftwo weapons
at once (s
ee the ls
t
Edition DMG, page 70, or the 2nd EditionPlayer's
Handbook, page 96).
Note that mos
t
characters
us
ing two weapons
will s
uffer penalties
for us
ing more than one weapon in
combat.
Be s
ure tofigure thes
e penalties
in when adding a tactic's
bonus
es
and
penalties
.
Multiple natural attacks
: Humanoid beings
that attack us
ing armor and
weapons
, much like player characters
, us
e thes
e rules
normally.
Nonhumanoidmons
ters
and animals
that rely on natural weaponry mus
t abide by certains
trictures
when they
employ clos
e-combat tactics
, unles
s
the DM s
ees
anyreas
on why the mons
ters
in
ques
tion s
hould be excluded from us
ing tactics
(centaurs
, for example, might us
e all
s
uch routines
).
Mons
ters
s
uch as
thes
e are limited in their us
e of tactics
in that
they mayonly employ the active-defens
e and active attack options
.
This
is
becaus
e
the us
e of natural weaponry is
us
ually little more than undis
ciplinedins
tinct
refined by whatever intelligence the creature or animal in ques
tion pos
s
es
s
es
.
Als
o, it is
difficult to perform complex parrying or choppingmaneuvers
with claws
and teeth.
Optionally, humanoid beings
larger thanogres
may be placed in this
category.
When tactics
don't applyThere are s
ome s
ituations
that occur in melee
where clos
e combat tactics
may not be employed.
When a s
urpris
e attack is
made, as
from behind or from aninvis
ible being, tactics
may not be us
ed by the attacker
Similarly, whenattacking a s
leeping or defens
eles
s
opponent, the attacker cannot
us
e thes
etactics
.
This
is
becaus
e the us
e of tactics
entails
performing certain
types
of actions
for an entire round, and thes
e are not the s
ame actions
as
making
a s
udden, telling s
troke from s
urpris
e.
Surpris
e s
ituations
are covered bytheir own
melee rules
.
The armor-clas
s
modifiers
gained fromtactics
us
es
do affect mis
s
iles
being fired at the tactics
' us
er.
Theerratic dodges
of a defens
ive-tactic us
er can
eas
ily foil a bowman's
aimjus
t as
the predictable movements
of an offens
ive tactic
us
er can aid it.
Convers
ely, tactics
cannot be us
ed by anyone wielding a mis
s
ile
weapon,s
ince the dis
charging of mis
s
iles
generally requires
the firer to s
tay s
till
or at leas
t move with s
mooth, predictable motions
.
Conclus
ionThe eas
ies
t way to make
the tactics
s
ys
tem an option in your AD&D game is
to have the other gamers
in your
group look over this
article.
Then make twocopies
of the Clos
e-Combat Tactics
Table
and affix the information to boths
ides
of the local DM's
s
creen or to anything els
e
in every� one's
view.
That s
hould be more than s
ufficient provis
ion for anyone
wanting to havetheir character employ melee tactics
in the game.
30 MAY 1991
�