0% found this document useful (0 votes)
103 views3 pages

ADnD2ed Combat QuickRef

This document provides a quick reference guide for combat in AD&D 2nd edition, detailing key terms, combat sequences, and special maneuvers. It includes rules for surprise rolls, initiative, attack rolls, and various combat actions such as movement, charging, and non-lethal attacks. Additionally, it outlines modifiers for different combat scenarios and the effects of critical hits and fumbles.

Uploaded by

tokinoken
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
103 views3 pages

ADnD2ed Combat QuickRef

This document provides a quick reference guide for combat in AD&D 2nd edition, detailing key terms, combat sequences, and special maneuvers. It includes rules for surprise rolls, initiative, attack rolls, and various combat actions such as movement, charging, and non-lethal attacks. Additionally, it outlines modifiers for different combat scenarios and the effects of critical hits and fumbles.

Uploaded by

tokinoken
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

AD&D 2nd edition

Combat QuickRef

Glossary :
#AT : number of attacks
Adj. : adjustement
Adv : adversary
DEX : dexterity
Dmg : damage
DMG : dugeon master’s guide
HP : hit points
Init : initiative
Lvl : level
NPC : non player character
PHB : payer’s handbook
Rd : round
STR : strength
T. : Table
1. Surprise 3. Special Manoeuvres
roll 1D10 for each party
• modifiers T. 57 (DMG p. 102)
Two weapons
• DEX Reaction Adj. • No shield allowed
• If ≤ 3 → surprised : cannot act at first round • Warriors and Rogues only
• Second weapon smaller than main
weapon
2. Combat Sequence • non Rangers : to hit -2 main weapon, -4
second weapon. Balanced by DEX
• Decide actions for NPC, monsters and players Reaction Adj (max 0).
• Initiative • +1 #AT/Rd
• Attacks in order of initiative
Movement
Initiative max 10 ft x movement rating / Rd
= max 3 m x movement rating /Rd
roll 1D10
• Modifiers T. 55 (PHB p.94) = T. 40 (DMG p.55) Move in Melee :
• Modifiers T. 56 (PHB p.94) = T. 41 (DMG p.55) • movement /2
• Weapon or spell modifier Move and Missile combat :
• movement /2 and #AT/2
Attack roll
Charge
roll 1D20 vs (THAC0 – AC) Attacker bonuses :
• AC Modifier T. 52 (PHB p. 90) = T. 36 (DMG p. 53) • movement + 50 %
• STR Hit Prob. for melee or hurled missile • + 1 #AT
• DEX Missile attack Adj. for missiles • + 2 to hit
• Dmg x2 for lances
• Combat modifiers T. 51 (HB p. 90) = T. 35 (DMG p.52)
Defender bonuses :
• - 2 Init
if 20 → critical it : DMG x2
• Attacker loses DEX AC bonus
if 1 → fumble : negative effect
• Attacker +1 AC
• Defender : Dmg x2 for # weapons
Multiple attacks with one weapon : each combattant complete
one action then extra attacks rolls are made.
Retreat
Withdrawing :
Damages • movement /3
Fleeing :
according to weapon characteristics • free attacks = #AT
• STR Damage Adj. for melee or hurled missile
Parrying
• cannot attack
• AC Bonus = lvl /2, Warriors Lvl /2 +1

Called shots
• Init +1 (aiming)
• to hit -4
• no extra damage, no blinding or crippling

2/3 EotB
4. Attacking without killing

Punching
• roll 1D20 against T. 58 (PHB p. 97) = T.43 (DMG p. 59)
• metal gauntlets and like cause 1D3 Dmg
• 75 % Dmg are temporary
• if HP = 0 → unconscious
• KO 1D10 Rd

Wrestling
• roll 1D20 against T. 58 (PHB p. 97) = T.43 (DMG p. 59)
• Dmg = 1
• + STR Damage Adj. (if desired)
• Continued hold causes 1 cumulative Dmg / Rd (1+2+3+4+…)

Overbearing
• roll 1D20 vs (THAC0 – AC)
• ± 4 for every level of size difference
• - 2 for each extra leg over 2
• +1 for each attacker
Can be pinned down by successful overbearing attack each Rd

Weapons in non-lethal combat

Unarmed vs armed
• +4 to hit
• +4 Dmg

Non-lethal weapon attack


• -4 to hit
• Dmg /2

3/3 EotB

You might also like