Wednesday, February 15, 2023

AD&D Combat Example 2

 AD&D/OSRIC Combat Example

The party:


Level 3 Magic-User: 10 HP, AC: 8, Dagger: 1d4/1d3, (2/1: Sleep, Magic Missile, Mirror Image and a scroll of Fireball)

Level 3 Fighter: 21 HP, AC: 2, Long Sword+1: 1d8+1/1d12+1

Level 3 Ranger: 20 HP, AC: 4, Spear +1: 1d6+1/1d8+1

The monsters:

A Cultist Priest served by his two cultists and the ghouls in their service.

Level 5 Cultist High Priest: 24 HP, AC: 2, Mace +1: 1d6+2/1d6+1, (3/3/1: Light, Cure Light Wounds, Command, Chant, Hold Person, Silence 15' Radius, Dispel Magic)

Level 1 Cultist Guard with long sword: (HP: 6, AC:4, Long Swords: 1d8)

Level 1 Cultist Guard short bow and short sword: (HP: 6, AC:5, Short sword or bow: 1d6)

Ghouls (HP: 13, 11) AC: 6, Move 9", HD 2; 3 attacks for 1d3/1d3/1d6 damage, SA: paralyzation


Distance is rolled as this is not a set encounter: The result on a D6 is 1+4 = 50 feet away.

Surprise is rolled: Players get a 5, Monsters get a 4. Nobody is surprised.


Round 1:

Declarations:

The monsters are going to attack, the High Priest is going to cast Command on the Fighter to 'Die!' which will cause him to drop to the ground for one round if he doesn't save vs magic.

The ranger and fighter are going to charge the ghouls while the Magic-user, in a panic, casts Mirror Image on himself.

Initiative is rolled: 

The players roll a 6, the monsters roll a 4. The players act first on segment 4, the monsters act on segment 6.

However charge operates outside of initiative considerations. The only segment consideration for charging is covering a distance. The fighter has a movement rate of 6 (plate mail) and the ranger has a movement rate of 9 (chain mail).


Here is how the segment order would be broken up:

Resolution

It will take 3 segments for the ranger to charge to his target (moving twice the movement speed of 9" for 18' per segment for 54' feet). 

It will take 4 segments (moving twice the movement speed of 6" for 12' per segment gets him 48 feet) for the fighters charge to terminate within 10' of his target. 

Casting will take 2 segments for the Magic-user which starts casting at the start segment 4, and finishes at the end of segment 5. (Casting means <initative roll> + <casting time> -1 = end of that segment)

The ghouls will be able to return attacks on segment 6 from the charging characters as they weren't engaged in combat.

The cultist guard swordsman has been ordered to defend the High Priest, so he holds his action.

The cultist guard archer will shoot the magic-user, his first shot happens on segment 6 and again at the end of the round.

The High Priests Command spell happens at the end of segment 6 as it has a casting time of one segment (so using the above quick math: 6+1-1= end of segment 6)

End of the round second shot from the bowman (while I allow my ROF shots to happen all at once, many people do additional shots later in the round).

The ranger charges and rolls a 5, modified with +1 from the magic spear, +2 from charging and he hits AC 10 which is a miss but will still be 1 AC worse when attacked this round.

The fighter charges and rolls a 11, modified with +1 from the magic sword, +2 from charging and he hits AC 4 which is a hit. The fighter does 4 damage to the ghoul bringing it to 7 hp.

The Magic-user's spell completes and (rolling for Mirror Image copies) 4 copies of him appear.

The fighters ghoul makes three attacks, claw, claw, bite. Rolling a 10 (miss), 18 (hit), 19 (hit). The ghoul did a total of 6 damage, bringing the fighter to 15 hp. The fighter rolls a 15 on a needed 13 for his saving throw vs paralysis and succeeds. Charging penalty was irrelevant.

The rangers ghoul makes three attacks, claw, claw, bite. Rolling a 2 (miss), 1 (miss), and 4 (miss). Charging penalty was irrelevant.

The archer shoots at the mob of magic-user images. The archer rolls a 12, which would normally be enough to hit. However he only has a 1-in-5 chance of hitting the Magic-user. The random determination is rolled and one of the 'clones' is destroyed.

The High Priest commands the fighter to 'Die!' and the fighter is allowed a save vs. spell. He succeeds.

At the end of the round, the bowman fires at the magic-user posse, rolling a 10 and missing.


Round 2:

Declarations:


The magic-user is going to attempt to cast his fireball scroll (perhaps not realizing that the fireball will cook his friends too, or not caring). The rest are continuing to fight.

The priest is going to dispel magic on the group of magic-user images. The ghouls and the archer are going to continue their attacks. The swordsman cultist is going to run through the doors to the east to go raise the alarms for the rest of the cult.


The players roll a 2, the monsters roll a 6. The monsters act first on segment 2, the players act on segment 6.

Here is how the segment order would be broken up:

The cultist swordsman is not being contested so operates out of initiative order, simply just running (using charging) at the start of the round. His movement is 9, so he's covering 18 feet by the time segment 2 starts. He has 45 feet total to go, so he'll get there (and well away from the fight) before the end of the round.

The ghouls will attack on segment 2.

The archer will first attack on segment 2.

The High Priest will begin casting dispel magic on segment 2.

The fighter would attack on segment 6 (tie breaker on weapon speed if you want to get granular).

The ranger would attack on segment 6.

The magic-user would start reading his scroll on segment 6.

The end of segment 7, dispel magic will complete. 2+6-1= end of segment 7)

The end of segment 8, fireball will complete. 6+3-1= end of segment 8)

The archers last shot.

Resolution

The fighters ghoul makes three attacks, claw, claw, bite. Rolling a 15 (hit), 4 (miss), and 7 (miss). He does another 2 damage to the fighter. The fighter also rolled an 18 on his saving through and is not paralyzed.

The rangers ghoul makes three attacks, claw, claw, bite. Rolling a 12 (barely a hit), 6 (miss), and a 11 (barely a miss). He does 1 damage to the ranger who rolls a 3 on his saving throw and is now paralyzed.

The archer shoots the magic-user and rolls a 5, hitting nothing.

The High Priest begins casting.

The fighter attacks and rolls a 14, which is a hit. He does 8 points of damage, killing the ghoul.

The ranger is paralyzed.

The magic-user begins reading the scroll.

The High Priest completes his dispel magic. The mirror images disappear and the Fireball is cancelled.

The archer takes aim and hits AC7, dealing 4 damage to the Magic-user.

Reinforcements for the cult will be arriving soon. The magic-user is exposed. The fighter will try to save the ranger from the ravenous ghoul.

Round 3:

Declarations:

The magic user is going to cast sleep, aiming to eliminate the archer. The fighter has to engage the ghoul which may pounce on the paralyzed ranger.

Three cultists soldiers will run into the room to assist their leader. The ghoul will attack, hoping to kill the paralyzed ranger. The High Priest will cast Hold Person on the fighter.

The players roll a 6. The monsters roll a 4. The party begins on segment 4, the monsters on segment 6. 

Resolution

The reinforcements are simply moving and before segment 4 are able to get just at the doorway.

The magic-user's sleep spell completes at the end of segment 4. The Magic-user's sleep spell completes and rolls a 2 and a 2 on 2d4 for 1 Hit Dice creatures. The area of effect coincides with the cultists at the doorway. All four fall asleep, including the archer.

The fighter charges and rolls a 14, modified with +1 from the magic sword and he hits AC 3 which is a hit. The fighter does 9 damage to the ghoul, killing it.

The archer will fire his first arrow on the magic user on segment 6.

The High Priest casts Hold Person starting on segment 6 (6+5-1= end of segment 10)

The High Priest completes Hold Person. Unfortunately, the fighter rolls a 10 on his save with a -2 penalty and has been held. 

Round 4:

Declarations:

The magic-user runs (movement of 12).

The High Priest cannot catch him, so decides to wake the archer.

Initiative is pointless here, so the magic-user simply runs away. 

Tuesday, February 14, 2023

AD&D Combat Example 1

Many people are intimidated at worst, confused at best with how AD&D combat works assuming the OSRIC end of how rulings go. There are a ton of interpretations out there based on some confusing or contradictory passages in the DMG for 1e. OSRIC does a decent job at codifying some of those interpretations. I've done some combat examples to help people learn on my discord. If these seem to be helpful to people, I can post more.


AD&D/OSRIC Combat Example

The party:

Level 1 Magic-User: 3 HP, AC: 10, Dagger: 1d4/1d3, Sleep spell)

Level 1 Fighter: 11 HP, AC 4, Long Sword: 1d8/1d12)

Level 1 Ranger: 13 HP, AC: 6, Spear: 1d6/1d8)


The enemies:

5 Goblins - Two with Slings (HP: 4 each, AC:6, Sling stones: 1d4/1d4) , Three with Short swords (HP 5 each, AC: 6, Short sword 1d6/1d8)


Party rolls a 4 and Goblins roll a 3.

Nobody is surprised



Note that the party would have had to roll a 1 because of the ranger. Without the ranger, a 1 or a 2 would have been a surprise. 

Declare actions

At this point both groups are aware of each other. The goblins will only see one party member at first and go on the offensive. One with a shortsword will charge, the remaining two sword-goblins will engage in melee, the two with slings will move behind the other two sword-goblins and attack.

The party declares that the ranger will set to receive charge, the fighter will hold action in front of the wizard. The wizard declares that he will be ready to throw a dagger.
Initiative is rolled: The party rolls a 4 for the goblins. The goblins roll a 5 for the party. The goblins have initiative. 

Round 1

The round segments count upward. The first two segments are used in charging movement allowing the charging goblins a movement of 24 feet. (movement rate of 6 = 6 feet per segment, charging doubles this).

Then the charge attack happens outside of melee initiative. So segment two the first charging goblin comes in and instantly would attack. However, the ranger's spear is set to receive charge and will impale if hit for double damage.

The Ranger rolls a 15 to hit. The goblin has AC6 normally. However, as it is charging "Creatures with no dexterity bonus become 1 armor class lower", making this an AC7. The spear strikes the goblin and does double damage. This does 8 points of damage to the charging goblin who has 5 and it is impaled and out of the fight.




The two other sword goblins run into the tight corridor and one is engaged in melee. Note that merely engaging in melee does not grant an attack.



The two with slings fire at the ranger. Since the ranger and the goblin are locked in melee, each slinger has a 66% chance of hitting the intended target as the engaged goblin is small and the ranger is medium.



The goblin rolls a 52 and at least shoots the right target.

The sling goblin rolls a 17 to hit. The rangers armor class is 6, so it hits.


Damage is rolled as 3 damage, bringing the ranger down to 10 hp.

The second sling goblins goes for the same, rolling a 27 to miss his goblin friend and attempt to hit the ranger. The to hit roll is an 11 and misses the ranger.

The goblins are done, the ranger is done. The fighter has nothing he can do for now. The Magic-User throws a dagger. His math is inverse to hitting his target (the goblin in front of the ranger) so that he only has a 33% chance of not hitting his friend. He rolls a 27, avoids hitting his friend, and rolls the attack. The roll is a 12.


That would be a miss. The round is now over.



Declare actions… again!

At this point both groups are not only aware of each other, but can see each other.. The sling goblins see the other two party members in the back and decide that the goofy looking guy in a robe has to be dealt with. The remaining two sword-goblins will push melee if able.

The party declares that the ranger will attack with his spear, the fighter will stand in front of the mage hoping to draw some of the missile fire. The Magic-User declares that this will be a good time to use the sleep spell.

Round 2: Fight!

The party rolls a 4 for the Goblins. The goblins roll a 1 for the party. The party has initiative.

Segment 1 - The ranger attacks the goblin in front of him. He rolls an 18 to hit. It’s a hit!


Damage is rolled… damn, a 4. This goblin has 5 hp so it lives with 1 hp. Just kidding. Rangers get a bonus to the damage against Goblins and it is taken down.


The Magic-user begins casting sleep. It has a casting time of one, which means it’ll happen at the end of the segment (segment 1). (Note that people used to AD&D2e, the casting time segment is ADDED to init in 2e, so it happens a full segment later, In 1e, it starts counting at the top of the acting segment)

Segment 1 is now over. Sleep goes off and instantly knocks the remaining goblins out and are murdered quickly after.