Alternate Weaponless & Non-Lethal Combat | How to Play AD&D | DragonLance Saga
Автор: DragonLance Saga
Загружено: 2024-11-17
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Let’s take a look at alternate weaponless & non-lethal combat in AD&D, and find out why it is the best version of Dungeons & Dragons in this How to Play Advanced Dungeons & Dragons series. Buy the AD&D Unearthed Arcana: https://www.drivethrurpg.com/en/produ...
How to Play Advanced Dungeons & Dragons Playlist: • How to Play Advanced Dungeons & Dragons
Time Stamps:
0:00 Intro
1:13 Weaponless Combat
6:05 Non-Lethal Combat
8:48 Outro
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Transcript
The Unearthed Arcana provided alternate rules for Weaponless & Non-Lethal Combat.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Alternate Weaponless & Non-Lethal Combat in Advanced Dungeons & Dragons. I would like to take a moment and thank the DLSaga members, and invite you to consider becoming a member by visiting the link in the description below. You can even pick up Advanced Dungeons & Dragons and Dragonlance gaming materials using my affiliate links. I am referencing the AD&D Unearthed Arcana for this information. If I leave anything out or misspeak, please leave a comment below!
Discussion
Preface
Weaponless and Non-Lethal combat in the Dungeon Masters Guide can feel clunky and convoluted. It’s so removed from the typical combat mechanics that it can actually be a barrier for PC’s or DM’s to use for fear of slowing the game down or having to look up specific information, bringing the game to a halt. The following was provided in Appendix Q and R respectively of the Unearthed Arcana. Both may be better alternatives for your home games.
Weaponless Combat
There are two systems presented for weaponless combat. The first is a very simplified system for use in emergency situations, and the second is an outgrowth of the first. Any weaponless attack planned is spoiled and cannot be made if the attacker takes damage before they can act in initiative order.
System I
The first, System I, can only be used by humans, demi-humans, and humanoids against other humans, demi-humans, and humanoids. Any creature attacked using this system cannot be more than 125% of the attacker's height. Making it pretty limited depending on the creatures involved. There are three primary steps: 1, the attacker chooses from pummeling, or hitting the opponent, grappling, or grabbing the opponent, and overbearing, or knocking down the opponent. The attacker makes a ‘to hit’ roll, and if hit, the DM shares teh outcome.
A successful pummeling attack delays the opponent for 1 segment on the first strike and causes 1-2 damage. You would only add strength bonuses if a weapon like a mailed glove is used. A successful grapple holds the opponent for 1 round. While held they have a +2 to be hit and a -2 to hit. The grapple is automatically broken at the start of the next round. A successful overbearing attack knocks the opponent to the prone position. They now have +4 to be hit until they regain their feet. Any weaponless combat attack grants a -2 to the initiative roll.
System II
Pummelling
In the second System, most any creature is able to pummel while most undead, dragons, and non-humanoid creatures can not. The target must be a non-undead, non-vegetable, organic native to the Prime Material Plane. The opponent must be the same size or smaller, or be in the prone position. Pummeling characters attack with a -4 to initiative unless they are from behind or with surprise, in which case they have no initiative modifier and gain a +2 to hit. It is resolved in four steps. 1, determine type of item used, 2, determine opponents vulnerability, 3, make a to-hit roll, and 4, if successful, refer to the pummeling table for the chance of stunning.
The four types of objects used are small soft like hands, small hard like sword pommel, large soft like an unconscious character, or large hard like a chair. It would take a round to pick up a large item. There are varying degrees of vulnerability based on exposure of the target and what they are wearing. To determine effective armor class, you ignore shield bonuses larger than a buckler. And if adjustments are used, the attack is with a fist or open hand. The percentage change of stunning is based on the attacker's strength. If stunned they are affected from 1-10 segments. If a stunned opponent is stunned again, they need to save vs. death magic or be knocked unconscious for 1-4 rounds...
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