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D&D ACTIVE COMBAT HOUSE RULES:

http://www.brainleakage.com/home/house-rules-dd-active-combat-example#

After sharing my house rules to make D&D combat a bit more interesting last week, I got a request for a written play
example.
I also got a few questions about things that weren't addressed or clear in the original post.
I'll address those first, and then move on to a short play example.

As I mentioned last week, this is basically a simplified version of the Palladium/Rifts combat system. While it won't fit
everyone's play style, the overall effect has been to make combat a little grittier without adding much more book
keeping.
My current players love it, and I'll probably end up using some variation of it for the foreseeable future.

First, the miscellanea:

1. Damage causing spells like magic missile completely bypass armour and affect hit points.
This makes wizards much more dangerous at low levels.
The tactical effect is that they become priority targets for any intelligent enemy with a ranged attack. When fighting
smart opponents, it's a fairly even trade off.

2. Spell casters are not expressly forbidden from wearing heavy armour, but it does restrict their movement and affect
casting.
I allow for casters to wear leather type armour with no effect.
Chain and heavier armour reduces casting to once every other round.

3. Defence rolls are just a d20 plus Dex bonus, and attack rolls are made with d20 plus STR plus Base Attack Bonus (or
proficiency, if used).
As the characters level, the attack roll totals will gradually supersede the defence roll totals.
This is a feature, not a bug. The best defence is a strong and aggressive offence.
Experienced characters (especially warriors) know and have internalized this.

4. Combats featuring singular monsters versus PCs with gangs of henchmen generally favour the PCs and henchmen.
Again, this is by design. In a world with dragons, giants, and ogres, a human settlement's only possible defence is to
find these monsters and attack in force.
Think of the villagers with torches and pitchforks storming Dracula's castle in the old movies.
Smart monsters have to use the same tactics humans do in order to survive: defensible lairs in difficult-to-access places,
traps, and escape routes.
If the PCs manage to surprise a giant in the middle of a field, and surround him with twenty henchmen, then they've
either executed a brilliant ambush or found an incredibly stupid giant.

5. Most monsters don't have DEX ratings, so I assign a Defence modifier based on their Hit Dice, just like I do for
attacks.
A good rule of thumb is that the Defence bonus shouldn't exceed +3 for most "normal" creatures, since that's about the
top range possible for the PCs.
Certain "elite" monsters and supernatural creatures, like vampires, demons, or dragons, can have higher defence
bonuses, but it's rare.

6. Creatures with claw/claw/bite get three total actions per round, rather than getting a separate attack and defence
action for each.
This has the effect of nerfing them slightly, but they still get one more possible combat action per round than a PC does.
Again, this enforces the "strength in numbers, fight smart or die" ethos of the system.
A sabretooth tiger versus a single mid-level warrior is probably going to kill him.
That same sabretooth tiger versus a gang of six zero-level villagers, on the other hand, had better run away.

7. Defence rolls are only possible on attacks from the front, or attacks the character is otherwise aware of. Furthermore,
any attack that occurs from behind gets an additional +4 to hit, which also translates to a greater chance to bypass
armour. Short version, a surrounded character or monster is probably going to die unless they can find some way to
escape.

8. Henchmen and mooks. To reduce my own book keeping for peon characters, I usually just bump up a mook monster's
hit points if they're wearing armour.
Instead of tracking the extra 30 Armour Points for a goblin, I just rule that it's a ratty old thing that only offers partial
protection and give him 15 extra HP.
I also use a natural 20/critical hit rule.
Against "elite" or boss monsters it's an extra damage die, but against mooks I rule that it's an instant kill.
The flip side, of course, is that any natural 20 I roll can insta-kill a PCs henchman.

9. Spell casters can still only cast one spell per round.
They're still entitled to use their second action as either defense or as an attack, but they cannot cast a second spell with
it.

So with all that in mind, plus the basics detailed in my last post, here's a brief skirmish using these house-rules.

Example of D&D Active Combat:

Brogar the Barbarian and Mingol the Mage have been hired to destroy a werewolf pack that's been terrorizing the area.
With the aid of four experienced wolf hunters, they've located the werewolf den in a small hillside cave.
The original plan, which involved building a fire in the cave's mouth to smoke them out and killing them with silver
weapons, can't be followed any more because of fears that a missing village girl is inside the den.

With the girl's safety becoming the character's primary concern, the players settle on a hard, fast frontal assault as the
best remaining option.
Brogar takes point, directing two wolf hunters to get on each side of him, forming a wedge.
Mingol hangs back, protected by the wedge and ready to give ranged support.

Partway into the den, the characters hear a savage snarl.


Two of the werewolf cubs come bounding up out of the darkness.
The DM instructs everyone to roll a d6 for initiative.

Brogar rolls a 4. His DEX bonus of +2 brings it up to a 6.

The four wolf hunters (henchmen characters) get a 3.

The two werewolf cubs (mook monsters, but tough ones) roll a 5.
An adult female werewolf (waiting around the bend in the tunnel and unseen at the moment) rolls a 4

Mingol rolls a natural 6.


Mingol, having won the initiative roll, has the option to go first. Instead, he declares that he's holding action.

Brogar goes next. He swings his axe at one of the incoming cubs, using one of his combat actions. He rolls a 10, but his
+2 Strength bonus and his +4 Base Attack Bonus bring the total to 16.

At the same instant, the werewolf cub rolls a defence.


Even at 3 HD, a +1 bonus to his roll seems fair.
The cub rolls a 7, which barely totals half of Brogar's attack roll after adding the +1.
Brogar's attack is successful. He rolls a 7 for damage.

The adult female werewolf holds her action, choosing to remain hidden.

The werewolf cubs go next.


The first one to strike is the injured one, and it attacks Brogar.
It rolls a 12, which becomes a 13 once the +1 attack bonus is added.

At the same time, Brogar makes a defensive roll, burning up his remaining combat action for the round.
He rolls a 10, which becomes a 12 when his +2 DEX bonus is added.
The werewolf cub's attack is successful, but not good enough to bypass Brogar's armour class of 14. The werewolf's
claws rake down his leather armour for 8 points of armour damage.

The second werewolf attacks the wolf hunter immediately to Brogar's right.
The wolf hunter burns one action to defend, but the werewolf cub rolls a natural 20.
The cub pounces on the hunter, riding him to the ground and sinking his fangs into the man's throat, killing him
instantly.
Mingol states that he would like to use his action now. He casts magic missile, sending two projectiles directly at the
werewolf that's down on top of the dead hunter.
They total eleven points of damage to the monster's HP.

The three remaining wolf hunters go now.


The one to the right of his dead comrade turns and stabs at the injured werewolf cub's unprotected back.
He only rolls a 4, but with the +4 bonus he gets from attacking from behind, he scores an 8.
His sword deals 6 damage, reducing the cub's already depleted HP to 0 and killing it.

The two hunters to the left of Brogar move to encircle the cub to his front. Having burned both of its actions already, the
cub gets no defensive actions against the hunters.
Both hunters roll above a 5, and their combined attacks deal a total of 10 damage.

Since the cub has used all his actions for the round, and the hunters each have unexpended actions, both opt to spend
their second action on another attack rather than defending.
They both roll again.
The first hunter rolls a 2, missing entirely. The second rolls a 12, delivering the fatal blow with 6 points of damage.

No sooner does the werewolf cub fall than a booming roar fills the tunnel.
The enraged female werewolf charges from her hiding place at the nearest wolf hunter, rolling a 13.
As a 6 HD monster, she gets an additional +6 to hit, bringing her total to 19.

Having expended both combat actions to finish the cub, the wolf hunter gets no attempt to protect himself.
The werewolf rolls 1d8+2 for damage, totalling 9 as her claws rip into the startled hunter.
The werewolf burns her second action delivering another claw strike to the hunter, again delivering 9 points of damage.
This reduces the hunter's HP to 0, killing him.

The adult werewolf, as a monster traditionally assigned a bite/bite/claw attack, gets a third action. She spends it by
launching herself at Brogar.
She rolls a 16 for her bite attack, totalling 22 with her +6 to hit.
Brogar, also having expended his available actions for the round, gets no defence beyond his armour.
The 22 easily beats his armour class of 14, and the werewolf sinks its fangs into the upper flesh of his arm for four
points of damage.
Borgar successfully saves vs poison, avoiding being infected by lycanthropy.

The round is now over, and round two begins with Mingol's action.

Mingol chooses not to hold his action this round.


He casts a protection spell on Brogar, granting him a +2 bonus to his AC, his saving throws, and his defensive rolls.

Brogar goes next. He spends one action attacking the werewolf.


He rolls a 16, which his +2 STR bonus and his +4 Attack Bonus bring up to a 20.

The werewolf spends one of her actions defending, rolling at the same time.
She rolls a 7, which her +3 Defence bonus only brings up to a 10.
Brogar buries his silver axe in her hide for 6 damage.

The werewolf—who rolled a 4 back when initiative was called, goes next.
She rolls a 9, which her attack bonus brings up to a 15.

Brogar expends his remaining action rolling a defence.


He rolls a 10, which becomes a 14 when his DEX bonus and extra bonus for the protection spell are added.
The werewolf's attack succeeds, but since the protection spell also grants him a +2 to AC, her claws only strike his
armour, dealing 8 points of armour damage.

The two remaining hunters go next. They roll a morale check.


One fails and flees back toward the tunnel entrance.
The other succeeds and moves to attack the werewolf.
He rolls a 17.

The werewolf—who, again, is entitled to three actions as opposed to most characters' two—uses her remaining action to
defend.
She rolls a natural 20, neatly dodging and earning an attack of opportunity.
She rolls an 18, which her bonuses bring to a 24.
She also maxes the damage roll, delivering 10 points of damage to the hunter and reducing his HP by more than half.

The round is now over. Round three begins, with initiative once again passing to Mingol.

Again, this is actually far less complicated in play than it looks on paper.
As long as the DM has a handle on it and can guide the players along, it runs pretty smoothly.

Some players and DMs may feel like it's too crunchy or adds too much book keeping to combat, but that hasn't been my
experience.
For my table, it strikes a good balance between grit and abstract, hitting the sweet spot that all the players seem to
appreciate.
They're having, fun, they're engaged, and they're always looking forward to combat encounters now.

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