Here is another little freebie for the readers. I couldn't find a good referee's screen that used Chainmail, so I quickly threw one together. The intended layout has the Underworld and Wilderness section as the leftmost pane, the Chainmail tables in the center and the list of monsters on the right. I tried to include only information that would be relevant during a game, so I left out dungeon design notes, treasure tables and so on. Let me know what you think.
Referee Screen for Dungeons & Dragons
Showing posts with label Chainmail. Show all posts
Showing posts with label Chainmail. Show all posts
Monday, July 19, 2010
Thursday, July 8, 2010
The Mmmmmm! System
At my table, I use an informal initiative ordering system, roughly based off the simple turn sequence found in Chainmail and Swords & Spells. Both systems break the combat round down into discrete phases for movement, shooting, spells and close combat. Notably, the sequence in Chainmail provides two steps to fire missiles in the combat round, while Swords & Spells increases this to three shots per round. Yet, both of these games were intended first and foremost to represent mass battles. To portray the freedom and chaos of the small scale skirmishes typical of adventures in Dungeons & Dragons, a little more detail must be hewn from the existing systems.
My sequence, obnoxiously entitled the Mmmmmm! system, is broken down into six steps that are followed through each round of combat, as necessary. The first round of combat still starts with an initiative roll (unless one side is surprised), which is kept through the rest of combat. Each round begins with the players announcing their intended actions. The steps are as follows:
} = Bows/Thrown † = Light Crossbows ‡ = Heavy Crossbows
Missiles: In the Missiles step, all ballistic attacks are made (including artillery), starting with the side that has initiative. Additionally, each later phase is marked by a "Supplementary Missiles" step, according to the type of weapon (as noted above). In this way, bows fire up to six times a round, light crossbows three times, heavy crossbows twice and other weapons (like arquebuses or artillery) fire only once. The supplementary missiles step is taken immediately after resolving the main step (whether magic, mêlée etc.), and if a combatant takes part in the main step, she loses not only any supplementary missile attack from that segment, but also her next scheduled missile attack (whether supplementary or not).
Movement: There are two movement phases that are otherwise identical. Starting with the side that has initiative, combatants can move up to their full normal movement in each phase (12" for men, 24" for cavalry and so on).
Magic: I usually don't allow a spellcaster to move or make attacks in the same round she attempts a spell. Any damage from missiles disrupts the casting.
Mêlée: This step uses the standard rules from Chainmail. While you are locked in mêlée, any non-mêlée action (including supplementary missile attacks, movement, spells and so on) becomes a miscellaneous action (see below).
Miscellaneous: This step is for any remnant action that requires some degree of concentration (such as helping a wounded comrade, imbibing a potion, lighting a flask of oil and so forth). Regardless, you can only perform a single miscellaneous action per round. Whether a player can perform other actions in previous steps and still act in the miscellaneous step is at the discretion of the referee, but any damage taken in mêlée negates the ability to use the miscellaneous step.
My sequence, obnoxiously entitled the Mmmmmm! system, is broken down into six steps that are followed through each round of combat, as necessary. The first round of combat still starts with an initiative roll (unless one side is surprised), which is kept through the rest of combat. Each round begins with the players announcing their intended actions. The steps are as follows:
1. | Missiles | |
2. | Movement | } |
3. | Magic | } † |
4. | Movement | } ‡ |
5. | Mêlée | } † |
6. | Miscellaneous | } |
Missiles: In the Missiles step, all ballistic attacks are made (including artillery), starting with the side that has initiative. Additionally, each later phase is marked by a "Supplementary Missiles" step, according to the type of weapon (as noted above). In this way, bows fire up to six times a round, light crossbows three times, heavy crossbows twice and other weapons (like arquebuses or artillery) fire only once. The supplementary missiles step is taken immediately after resolving the main step (whether magic, mêlée etc.), and if a combatant takes part in the main step, she loses not only any supplementary missile attack from that segment, but also her next scheduled missile attack (whether supplementary or not).
Movement: There are two movement phases that are otherwise identical. Starting with the side that has initiative, combatants can move up to their full normal movement in each phase (12" for men, 24" for cavalry and so on).
Magic: I usually don't allow a spellcaster to move or make attacks in the same round she attempts a spell. Any damage from missiles disrupts the casting.
Mêlée: This step uses the standard rules from Chainmail. While you are locked in mêlée, any non-mêlée action (including supplementary missile attacks, movement, spells and so on) becomes a miscellaneous action (see below).
Miscellaneous: This step is for any remnant action that requires some degree of concentration (such as helping a wounded comrade, imbibing a potion, lighting a flask of oil and so forth). Regardless, you can only perform a single miscellaneous action per round. Whether a player can perform other actions in previous steps and still act in the miscellaneous step is at the discretion of the referee, but any damage taken in mêlée negates the ability to use the miscellaneous step.
Wednesday, July 7, 2010
On Shields, Helmets and Mail
Enough attention has been given to weaponry lately that certainly armours deserve some like consideration. To wit, we shall casually observe some rules–old and new–for shields, helmets and mails; equipments donned by hopeful heroes seeking some protection against the monstrosities of the Underworld.
Shields
There is no need to reinvent the wheel here. With shields, we must note that the rules for Man-to-Man Combat in Chainmail allow one so furnished a superior deterrent against missile attack, particularly when combined with suits of armour. Strapping on a shield with plate armour or chain mail increases your protection against ranged weaponry by bounds (compared to the jejune static +1 of the "Alternative Combat System" found in Volume I). Alternately, we must also note that shields in Chainmail are easily obviated by particular weaponry. Battle axes have a nasty habit of cutting through such impediments, while flails can usually find their way around edge of the shield. Similarly, shields do little to absorb the weight of maces and other blunt strikes.
Regarding magical shields, it is important to recall that the armour class bonus for these items does not stack with the bonus of magical armour. Even when the shield's bonus is superior, it is only taken into account 1 in 3 times (see page 31 of Volume II). Perhaps this can be considered the same odds for the shield to catch a non-lethal projectile as well, instead of using armour class (a rotten tomato thrown by an angry peasant, for example).
If you want more cinematic shields, I recommend Trollsmyth's "Shields Shall be Splintered!" in its most basic form (i.e. mundane shields can be sacrificed to negate a hit, after the damage has been rolled). Magical shields can, perhaps, absorb a number of hits for "free" each session equal to their bonus (after which, they splinter!).
Helmets
These are included in Original Dungeons & Dragons without any explicit rules for their use. Volume II implies that magical helms are hit 10% of the time. For what it's worth, I prefer the Advanced Dungeons & Dragons rule whereby helmets are considered in the overall armour class and attackers will direct attacks against unprotected heads 1 in 6 times. If you are using Chainmail, this is easily represented by levying any attack roll that comes up doubles against the "no armour" column of the Man-to-Man Melee Table (this is also 1 in 6 times, with no particular weighting on strike probability).
Otherwise, helmets would give contextual protection against falling rocks, green slime dropping from the ceiling and so on. They should also limit vision and awareness, making such fighters easier to ambush.
Mails
Like those for helmets, the rules for armour are actually fairly scant in Original Dungeons & Dragons. Volume I implies that a more heavily armoured combatant moves more slowly (a holdover from Chainmail), although instead of using categories of armour ("Light Foot," "Heavy Foot" and "Armoured Foot"), the referee is apparently meant to use weight of equipment. To this effect, a warrior with chain mail, sword and shield could easily fall into the fastest category (12") while carrying extra gear into combat could quickly slow her down to the slower categories (9" and 6" movement a turn). Elves and Hobbits have the same 12" base movement as humans, according to Chainmail, while Dwarves halve this.
If you don't use encumbrance rules, I recommend simply allowing chain-type armour to subtract 3" from movement and plate mail to subtract 6" from movement. Either boost dwarf movement up to 9" to absorb this, or just disallow demihumans from wearing plate armour (incidentally, this is what I do in my campaigns).
In his micro-RPG inspired by OD&D, Searchers of the Unknown, Nicolas Dessaux makes armour class inversely proportional to both movement and initiative bonus. This is a clever way to truly represent how sluggish a warrior is in full armour. A simple way to represent this in Chainmail is to allow the combatant with the faster movement the title of "attacker" when two foes charge at each other. This gives the lighter-armoured opponent a little initiative in striking order, without displacing the importance of weapon class and the initiative roll.
Addendum: Movement
Many others have lamented the oddities that have always plagued movement rates in Dungeons & Dragons. For my part, I like the simplicity of converting outdoor yards to indoor feet, but Gary's figures are still quite baffling. While Volume III allows only two moves per turn (that is, 240 yards in 10 minutes), Chainmail does a little better and allows one move per round (120 yards in 1 minute). Arguably, the latter rate is still too slow, and was likely intended to account for things like keeping formation, waiting on battlefield commands and other delays that do not factor into the small scale skirmishes of man-to-man combat. In my games, I allow two moves per round (in place of, and immediately following, each missile fire). Thus, an unencumbered fighter can run (240 yards per round, or 8 miles per hour) or walk (120 yards per round, or 4 miles per hour). An encumbered Dwarf would move about a yard per second, which also seems right. This is all keeping in mind that close combat range is 3".
Shields
There is no need to reinvent the wheel here. With shields, we must note that the rules for Man-to-Man Combat in Chainmail allow one so furnished a superior deterrent against missile attack, particularly when combined with suits of armour. Strapping on a shield with plate armour or chain mail increases your protection against ranged weaponry by bounds (compared to the jejune static +1 of the "Alternative Combat System" found in Volume I). Alternately, we must also note that shields in Chainmail are easily obviated by particular weaponry. Battle axes have a nasty habit of cutting through such impediments, while flails can usually find their way around edge of the shield. Similarly, shields do little to absorb the weight of maces and other blunt strikes.
Regarding magical shields, it is important to recall that the armour class bonus for these items does not stack with the bonus of magical armour. Even when the shield's bonus is superior, it is only taken into account 1 in 3 times (see page 31 of Volume II). Perhaps this can be considered the same odds for the shield to catch a non-lethal projectile as well, instead of using armour class (a rotten tomato thrown by an angry peasant, for example).
If you want more cinematic shields, I recommend Trollsmyth's "Shields Shall be Splintered!" in its most basic form (i.e. mundane shields can be sacrificed to negate a hit, after the damage has been rolled). Magical shields can, perhaps, absorb a number of hits for "free" each session equal to their bonus (after which, they splinter!).
Helmets
These are included in Original Dungeons & Dragons without any explicit rules for their use. Volume II implies that magical helms are hit 10% of the time. For what it's worth, I prefer the Advanced Dungeons & Dragons rule whereby helmets are considered in the overall armour class and attackers will direct attacks against unprotected heads 1 in 6 times. If you are using Chainmail, this is easily represented by levying any attack roll that comes up doubles against the "no armour" column of the Man-to-Man Melee Table (this is also 1 in 6 times, with no particular weighting on strike probability).
Otherwise, helmets would give contextual protection against falling rocks, green slime dropping from the ceiling and so on. They should also limit vision and awareness, making such fighters easier to ambush.
Mails
Like those for helmets, the rules for armour are actually fairly scant in Original Dungeons & Dragons. Volume I implies that a more heavily armoured combatant moves more slowly (a holdover from Chainmail), although instead of using categories of armour ("Light Foot," "Heavy Foot" and "Armoured Foot"), the referee is apparently meant to use weight of equipment. To this effect, a warrior with chain mail, sword and shield could easily fall into the fastest category (12") while carrying extra gear into combat could quickly slow her down to the slower categories (9" and 6" movement a turn). Elves and Hobbits have the same 12" base movement as humans, according to Chainmail, while Dwarves halve this.
If you don't use encumbrance rules, I recommend simply allowing chain-type armour to subtract 3" from movement and plate mail to subtract 6" from movement. Either boost dwarf movement up to 9" to absorb this, or just disallow demihumans from wearing plate armour (incidentally, this is what I do in my campaigns).
In his micro-RPG inspired by OD&D, Searchers of the Unknown, Nicolas Dessaux makes armour class inversely proportional to both movement and initiative bonus. This is a clever way to truly represent how sluggish a warrior is in full armour. A simple way to represent this in Chainmail is to allow the combatant with the faster movement the title of "attacker" when two foes charge at each other. This gives the lighter-armoured opponent a little initiative in striking order, without displacing the importance of weapon class and the initiative roll.
Addendum: Movement
Many others have lamented the oddities that have always plagued movement rates in Dungeons & Dragons. For my part, I like the simplicity of converting outdoor yards to indoor feet, but Gary's figures are still quite baffling. While Volume III allows only two moves per turn (that is, 240 yards in 10 minutes), Chainmail does a little better and allows one move per round (120 yards in 1 minute). Arguably, the latter rate is still too slow, and was likely intended to account for things like keeping formation, waiting on battlefield commands and other delays that do not factor into the small scale skirmishes of man-to-man combat. In my games, I allow two moves per round (in place of, and immediately following, each missile fire). Thus, an unencumbered fighter can run (240 yards per round, or 8 miles per hour) or walk (120 yards per round, or 4 miles per hour). An encumbered Dwarf would move about a yard per second, which also seems right. This is all keeping in mind that close combat range is 3".
Monday, June 28, 2010
Spears & Swords in Chainmail
After a quiet May, chipping away at my Master's Thesis, I finally have a breather to talk shop again. I just want to briefly address the noble spear and sword, two ancient and remarkably versatile weapons that perhaps don't get all the respect they deserve in Chainmail.
The spear holds esteem as being the most ancient of elegant weapons - a simple design that invites a profound depth of mastery. Others have bewailed the poor sorts the spear has been dealt before. Indeed, a weapon that E.O. seemed to favor in his art has generally been relegated in Dungeons & Dragons to dealing less damage than the competition, with no advantage granted for its superior length and versatility.
Yet, Chainmail presents much more detailed rules for individual weapon types, and should more than account for the different strengths and weaknesses of each armament. The spear's high weapon class of 8 certainly allows it to strike first against a majority of weapons on the charge. After the first round, however, the high weapon class becomes a disadvantage, penalizing the spear with a subordinate striking order - a drawback meant to handicap unwieldy weapons like the two-handed sword or pike. The parry rules (which could equally represent the quick, warding jabs of the spearpoint) further punish high weapon class, meaning the spear is actually a terrible choice for a defensive weapon.
While I don't think, as Sham suggests in his article, that we need to see a proliferation of magical spears (in comparison to magical swords) to offset this imbalance, I would propose a simple house rule to better represent this humble but graceful weapon. But first, lets take a look at the treatment of the sword in Chainmail.
The sword is, of course, a classic weapon. The flexible design of the sword can be employed to jab, slash and parry with equal authority. Looking at the Man-to-Man Melee Table in Chainmail shows that the sword's weapon class represents this well - it is high enough to outreach simple maces, hand axes and daggers, while it is also low enough to strike faster than (and effectively parry) all other weapon types. The only apparent disadvantage is the low kill number for the sword. It is comparable to neighboring classes of weapons against lightly armoured foes and significantly worse against heavily armoured enemies. I'm loathe to adjust this directly, considering that the aforementioned proliferation of magical swords already impacts this. Instead, I suggest the same presaged house rule to allow the humble, mundane sword even more flexibility to strike faster, more often and to parry more effectively.
Swords & Spears
When wielding these versatile weapons, a Hero may employ the full weapon class or half the weapon class at any time.
This allows swords and spears to strike more quickly (both in terms of number of strikes and strike order) and to serve as excellent defensive weapons (with regards to the rules for parrying), without sacrificing their advantages in reach (due to high weapon class). Thus, spears and swords are good, tactical choices for arms. For blunt striking power, the heavier armaments are still ideal, but if you want an edge in fending off monstrous claws and humanoid weaponry in the dark hallways of the dungeon, or if you value an earlier strike, spears and swords are the weapon of choice.
The spear holds esteem as being the most ancient of elegant weapons - a simple design that invites a profound depth of mastery. Others have bewailed the poor sorts the spear has been dealt before. Indeed, a weapon that E.O. seemed to favor in his art has generally been relegated in Dungeons & Dragons to dealing less damage than the competition, with no advantage granted for its superior length and versatility.
Yet, Chainmail presents much more detailed rules for individual weapon types, and should more than account for the different strengths and weaknesses of each armament. The spear's high weapon class of 8 certainly allows it to strike first against a majority of weapons on the charge. After the first round, however, the high weapon class becomes a disadvantage, penalizing the spear with a subordinate striking order - a drawback meant to handicap unwieldy weapons like the two-handed sword or pike. The parry rules (which could equally represent the quick, warding jabs of the spearpoint) further punish high weapon class, meaning the spear is actually a terrible choice for a defensive weapon.
While I don't think, as Sham suggests in his article, that we need to see a proliferation of magical spears (in comparison to magical swords) to offset this imbalance, I would propose a simple house rule to better represent this humble but graceful weapon. But first, lets take a look at the treatment of the sword in Chainmail.
The sword is, of course, a classic weapon. The flexible design of the sword can be employed to jab, slash and parry with equal authority. Looking at the Man-to-Man Melee Table in Chainmail shows that the sword's weapon class represents this well - it is high enough to outreach simple maces, hand axes and daggers, while it is also low enough to strike faster than (and effectively parry) all other weapon types. The only apparent disadvantage is the low kill number for the sword. It is comparable to neighboring classes of weapons against lightly armoured foes and significantly worse against heavily armoured enemies. I'm loathe to adjust this directly, considering that the aforementioned proliferation of magical swords already impacts this. Instead, I suggest the same presaged house rule to allow the humble, mundane sword even more flexibility to strike faster, more often and to parry more effectively.

When wielding these versatile weapons, a Hero may employ the full weapon class or half the weapon class at any time.
This allows swords and spears to strike more quickly (both in terms of number of strikes and strike order) and to serve as excellent defensive weapons (with regards to the rules for parrying), without sacrificing their advantages in reach (due to high weapon class). Thus, spears and swords are good, tactical choices for arms. For blunt striking power, the heavier armaments are still ideal, but if you want an edge in fending off monstrous claws and humanoid weaponry in the dark hallways of the dungeon, or if you value an earlier strike, spears and swords are the weapon of choice.
Tuesday, April 13, 2010
Chainmail Combat, a Redux
I've been watching a lot of discussions about this pop up lately, so I've decided to collect one final summary of my (eminently reasonable) interpretation of using Chainmail with Original Dungeons & Dragons. Examples of this system in play can be found here and here.
Summary of Terms and Rules
Scale: 1" = 10 yards (wilderness) or 10 feet (dungeon). 1 turn = 10 rounds = 10 minutes.
Melee: An exchange of blows between combatants within melee range (3") during a round of combat (1 minute).
Normal Men: Combatants (whether men or monsters) with fewer than two hit dice or equivalent fighting capability. By default, the fighting capability of a normal man is a single attack with no modifiers to hit.
Normal Combat: Melee where at least one side is comprised of normal men. Combatants make attacks according to their fighting capability, using Chainmail Man-to-Man combat. Normal men making attacks against fantastic combatants are reduced to one unmodified attack. Attacks against tough, squamous monsters will use the monster's armor class or the armor class of Horse: No Armor if it is superior. Unarmed monsters use small claws and teeth (dagger and hand axe), large claws and teeth (sword and battle axe) or large fists (mace).*
Fantastic Combatants: Combatants (whether men or monsters) with two or more hit dice or equivalent fighting capability.
Fighting Capability: The number of attacks a combatant may make against normal men, with any bonus added as a modifier to hit for a single attack in the series (i.e. 4+1). By default, a monster's fighting capability is equal to his hit dice (minimum 1+0). If a class has two fighting capabilities (i.e. the Swordsman), the heroic entry is used in fantasy combat and the other entry is used in normal combat against normal men.
Fantasy Combat: Melee where both sides are fantastic combatants. Player characters may either fight as normal men or make fantastic strikes. Other opponents make monstrous strikes.
Fantastic Strike: q.v.**
Monstrous Strike: A single attack as a normal man in normal combat, with an added bonus to hit equal to half of the attacker's hit dice (rounded down).**
Hit: A successful strike from normal combat, inflicting 1-6 points of damage.
* The last two lines of this rule have been added to supplement the normal rules with greater detail.
** I have deigned it necessary to add these rules to the corpus, see my reasoning in other articles. All other rules have been inferred directly from the text without modification.
Summary of Terms and Rules
Scale: 1" = 10 yards (wilderness) or 10 feet (dungeon). 1 turn = 10 rounds = 10 minutes.
Melee: An exchange of blows between combatants within melee range (3") during a round of combat (1 minute).
Normal Men: Combatants (whether men or monsters) with fewer than two hit dice or equivalent fighting capability. By default, the fighting capability of a normal man is a single attack with no modifiers to hit.
Normal Combat: Melee where at least one side is comprised of normal men. Combatants make attacks according to their fighting capability, using Chainmail Man-to-Man combat. Normal men making attacks against fantastic combatants are reduced to one unmodified attack. Attacks against tough, squamous monsters will use the monster's armor class or the armor class of Horse: No Armor if it is superior. Unarmed monsters use small claws and teeth (dagger and hand axe), large claws and teeth (sword and battle axe) or large fists (mace).*
Fantastic Combatants: Combatants (whether men or monsters) with two or more hit dice or equivalent fighting capability.
Fighting Capability: The number of attacks a combatant may make against normal men, with any bonus added as a modifier to hit for a single attack in the series (i.e. 4+1). By default, a monster's fighting capability is equal to his hit dice (minimum 1+0). If a class has two fighting capabilities (i.e. the Swordsman), the heroic entry is used in fantasy combat and the other entry is used in normal combat against normal men.
Fantasy Combat: Melee where both sides are fantastic combatants. Player characters may either fight as normal men or make fantastic strikes. Other opponents make monstrous strikes.
Fantastic Strike: q.v.**
Monstrous Strike: A single attack as a normal man in normal combat, with an added bonus to hit equal to half of the attacker's hit dice (rounded down).**
Hit: A successful strike from normal combat, inflicting 1-6 points of damage.
* The last two lines of this rule have been added to supplement the normal rules with greater detail.
** I have deigned it necessary to add these rules to the corpus, see my reasoning in other articles. All other rules have been inferred directly from the text without modification.
Thursday, March 25, 2010
Fantastic Combat
As I mused earlier, Dungeons & Dragons seems much more set to use with Chainmail right out of the box than most people realize. The mysterious "Fighting Capability" is intelligible, if occasionally inelegant, and the division between normal and fantastic combat is traceable from Chainmail to many references made in the three little booklets of the original game. The only problem remains in the confusing decision to make a successful roll on the Fantasy Combat Table from Chainmail into a mere "hit" in Volume III, implying that it is only worth the 1-6 damage of a mundane strike.
So what is the issue here? If we look at the chances for a normal man to harm a fantastic creature (such as an ogre) in normal combat, his chances of landing a hit are actually better than the hero's chances of succeeding against the same creature in fantastic combat. In Chainmail, this was balanced with the fact that the monster was slain outright with a successful fantastic attack, while normal men had to overwhelm and wear down the creature with multiple wounds. Not only was fantastic combat suitably dramatic, with the hero running the fearsome monster through with a single strike from her sword, but it involved an exciting element of risk - your hero could be smote just as suddenly as the foe.
In Volume III, the successful fantastic strike was demoted to the station of a normal man's attack, equalling a mere "hit", and even had worse odds of hitting than a regular attack. So what made the hero better than the normal man? Is it possible that normal men were meant to be simply unable to engage fantasy creatures in D&D? The presence of armour classes for every monster in Volume II seems to discredit this, as does the entry for Elementals, which specifically prohibits attacks from normal men (thus implying these are normally to be allowed). This would also be breaking with Chainmail, which allowed normal men to fight any fantasy opponent except where specifically prohibited. Perhaps heroes retained their multiple attacks against monsters? Again, in addition to breaking with Chainmail, this seems contradicted by the Attack/Defense rules found in Volume II, which indicate combatants that can fight with the strength of multiple men only do so when fighting with normal men.
There are at least two obvious ways to proceed, if one plans to salvage the Fantasy Combat Table that defined pre-D&D campaigns. Either the matrix is revised to allow much better striking chances than normal men, or the rule in Volume III that demotes a successful roll to a mere "hit" is ignored. The first option is difficult (due to the vastly variable monster armour classes found in Volume II) and bland (a merely superior chance to wound is not very heroic). The second option brings a perhaps unacceptable level of deadliness to fantastic combat - giving a dragon a 28% chance to slay an 8th level Fighting-Man outright with a single attack (and an ogre equal odds to kill off a 4th level Fighting-Man). Combats against such creatures would be very quick, and character turnover very high (which would both work well for a wargame but don't fit well with a D&D campaign).
Both of these solutions involve greatly expanding the Fantasy Combat Table to try and fit the much expanded bestiary of D&D. If the referee is already going to such liberties, I recommend instead a third solution that combines the use of risk, heroics and player choices.
Fantasy Combat
When a Hero faces a fantastic opponent (with 2 or more hit dice) in combat, she may attempt a fantastic strike on the enemy. The player declares the intended effect, the referee sets a target number and they negotiate the stakes. The player may then roll two dice against the target number - higher indicates success, equal indicates a partial success and less indicates a failure.
The referee should determine whether the effect is in the realm of the Hero, Superhero or Wizard when determining the target number, and the stakes should be relevant to the intended effect. Thus if a Superhero wants to slay a dragon in one strike, the stakes should probably be death. But if the Superhero merely wants to distract the dragon, or slay a lesser monster like an Ogre outright, the stakes should be much less dire (entailing a complication in the situation, loss of equipment and so on). In any case, odds should always be against the player and the stakes high, making these fantastic strikes more dramatic and desperate. Of course, if the player does not want to go to such risk, a normal single attack may still be levied. I would not allow a monster to make fantastic strikes, although I would instead give its normal attack a bonus to hit equal to half the monster's hit dice (to keep monsters dangerous).
In essence, this reproduces the effect of the Fantasy Combat Table, but remains more reflexive, as it is not limited by a fixed matrix. As it is merely adapted from the "say yes or roll the dice" philosophy of indie-RPG's, it is also easy to expand this framework to other non-combat actions, such as leaping over chasms or conjuring a magical effect. The limitation to all this is that the character has to have the Fighting Capability of a Hero, Superhero or Wizard, and the action has to be relevant to that role. In this way, Fighting-Men are promoted as they can act heroically as early as level 3 with a -1 penalty to the roll (whereas Clerics must wait till level 6 and Magic-Users till level 7), although heroics can often get you killed, making it a bittersweet honor at best.
So what is the issue here? If we look at the chances for a normal man to harm a fantastic creature (such as an ogre) in normal combat, his chances of landing a hit are actually better than the hero's chances of succeeding against the same creature in fantastic combat. In Chainmail, this was balanced with the fact that the monster was slain outright with a successful fantastic attack, while normal men had to overwhelm and wear down the creature with multiple wounds. Not only was fantastic combat suitably dramatic, with the hero running the fearsome monster through with a single strike from her sword, but it involved an exciting element of risk - your hero could be smote just as suddenly as the foe.
In Volume III, the successful fantastic strike was demoted to the station of a normal man's attack, equalling a mere "hit", and even had worse odds of hitting than a regular attack. So what made the hero better than the normal man? Is it possible that normal men were meant to be simply unable to engage fantasy creatures in D&D? The presence of armour classes for every monster in Volume II seems to discredit this, as does the entry for Elementals, which specifically prohibits attacks from normal men (thus implying these are normally to be allowed). This would also be breaking with Chainmail, which allowed normal men to fight any fantasy opponent except where specifically prohibited. Perhaps heroes retained their multiple attacks against monsters? Again, in addition to breaking with Chainmail, this seems contradicted by the Attack/Defense rules found in Volume II, which indicate combatants that can fight with the strength of multiple men only do so when fighting with normal men.
There are at least two obvious ways to proceed, if one plans to salvage the Fantasy Combat Table that defined pre-D&D campaigns. Either the matrix is revised to allow much better striking chances than normal men, or the rule in Volume III that demotes a successful roll to a mere "hit" is ignored. The first option is difficult (due to the vastly variable monster armour classes found in Volume II) and bland (a merely superior chance to wound is not very heroic). The second option brings a perhaps unacceptable level of deadliness to fantastic combat - giving a dragon a 28% chance to slay an 8th level Fighting-Man outright with a single attack (and an ogre equal odds to kill off a 4th level Fighting-Man). Combats against such creatures would be very quick, and character turnover very high (which would both work well for a wargame but don't fit well with a D&D campaign).
Both of these solutions involve greatly expanding the Fantasy Combat Table to try and fit the much expanded bestiary of D&D. If the referee is already going to such liberties, I recommend instead a third solution that combines the use of risk, heroics and player choices.

When a Hero faces a fantastic opponent (with 2 or more hit dice) in combat, she may attempt a fantastic strike on the enemy. The player declares the intended effect, the referee sets a target number and they negotiate the stakes. The player may then roll two dice against the target number - higher indicates success, equal indicates a partial success and less indicates a failure.
The referee should determine whether the effect is in the realm of the Hero, Superhero or Wizard when determining the target number, and the stakes should be relevant to the intended effect. Thus if a Superhero wants to slay a dragon in one strike, the stakes should probably be death. But if the Superhero merely wants to distract the dragon, or slay a lesser monster like an Ogre outright, the stakes should be much less dire (entailing a complication in the situation, loss of equipment and so on). In any case, odds should always be against the player and the stakes high, making these fantastic strikes more dramatic and desperate. Of course, if the player does not want to go to such risk, a normal single attack may still be levied. I would not allow a monster to make fantastic strikes, although I would instead give its normal attack a bonus to hit equal to half the monster's hit dice (to keep monsters dangerous).
In essence, this reproduces the effect of the Fantasy Combat Table, but remains more reflexive, as it is not limited by a fixed matrix. As it is merely adapted from the "say yes or roll the dice" philosophy of indie-RPG's, it is also easy to expand this framework to other non-combat actions, such as leaping over chasms or conjuring a magical effect. The limitation to all this is that the character has to have the Fighting Capability of a Hero, Superhero or Wizard, and the action has to be relevant to that role. In this way, Fighting-Men are promoted as they can act heroically as early as level 3 with a -1 penalty to the roll (whereas Clerics must wait till level 6 and Magic-Users till level 7), although heroics can often get you killed, making it a bittersweet honor at best.
Wednesday, March 24, 2010
Man-to-Man Combat: An Example

After enduring a surprising and withering barrage of insults, Eustace charges the scalawags (he won initiative and chose to move first). The bandits with flail and spear get the first defensive strike (for reach), followed by Eustace (as attacker) and then finally the swordsman brigand (as defender).
As a Bishop, Eustace fights as a Hero - 1 with four attacks (one with a -1 penalty), and as long as he diverts some of his attacks against the flail and spearman, the speed of his mace will grant him a bonus attack against those opponents as well. While the Brigands declare their single attacks on Eustace, the clergyman plans to engage all of his foes (if he does so, he will gain a bonus attack for speed against the spear and flail thugs). Further, Eustace declares his intent to parry the bandits' attacks - a minor parry against the lightning fast sword (costing one attack, in this case the penalized one) and a midi parry against the other two combatants (costing one attack each, but with the possibility of disarming or riposting the enemy).
Now it is time to resolve the action. The spearman strikes first, needing a 10+ on two dice to pierce the Bishop's chain mail and shield, and taking a -2 penalty for the parry attempt. An attack roll of 8-2 proves insufficient, and Eustace will regain his lost attack with a riposte. The bandit armed with the flail needs a 7+ on two dice with a -2 penalty, and connects with a roll of 10-2 (Eustace takes 2 hit points of damage and loses his chance to riposte). Eustace would levy his initial strike here, but by parrying he defers the action to the swordsman, who promptly misses his swing (the Bishop does not regain his spent attack in a riposte, as the sword is not significantly slower than the mace). Now Eustace may foist his initial blow, directed towards the swordsman, smashing him with a roll of 11 for 2 points - enough to kill him outright.
Eustace may now take his remaining strikes - of his initial four, he has lost two in parry attempts and spent another to dispatch the swordsman. The one basic attack that remains is owed to the spearman (the riposte). However, as he has engaged both the spearman and the flail thug with attacks (albeit ones spent on parry attempts), he gains a bonus strike against each for weapon speed. The spearman is clubbed once for 3 points of damage (not enough to fell him) and the brigand with the flail goes unharmed.
As one third of the enemy force has been slain, the bandits must now check their morale (likely testing as light foot, needing an 8 or better on two dice to remain on the field). In the next round, initiative order will switch to faster, lighter weaponry, giving the Bishop the first blow over his opponents.
Tuesday, March 23, 2010
Understanding Man-to-Man Combat
For its little recognition, Chainmail, the wargaming forefather to the Dungeons & Dragons game, provides a remarkably robust and innovative combat system for small scale skirmishes. It achieves this in just under two pages, in a brief section entitled "Man-to-Man Combat," so short that one might have easily overlooked it. Yet, it was these rules, combined with the Fantasy Supplement, that initially inspired Dungeons & Dragons. To get an idea of what those early proto-D&D games may have looked like, we must take another look at the Chainmail system.
It is worth mentioning that many have tried to implement Chainmail into their games of D&D and have historically run into difficulties. Jason Vey offers the most concise method in his essay, "Forbidden Lore," although his focus on the mass battle rules is clearly contradictory to Gygax's own claim that they were never used with the Fantasy Supplement that inspired early D&D. In particular, players have always wrestled with the mysterious Fighting Capability statistic inDungeons & Dragons. Perhaps the most misunderstood aspect of the game, this single entry has doubtlessly contributed to the mass adoption of the "Alternative Combat System" that propelled the 20-sided die to its legendary status amongst gamers (well, that and perhaps those early roleplayers were too stingy to pick up Chainmail in the first place).
The crux of the issue, I argue, is the fact that the Chainmail system intended for D&D distinguishes between two categories of combat - normal combat and fantastic combat. The former involves regular combatants on at least one side, which includes non-heroic humans, goblins, orcs and the other "smaller creatures" (Chainmail 44) that loosely adumbrate a group which would eventually be known as 1 hit die creatures in later versions of D&D. The latter, on the other hand, involves fantastic opponents on both sides of the melee, including dragons, ogres and heroes alike (basically, combatants with two or more hit dice). While normal combat used the man-to-man combat system Chainmail, complete with armour classes and multiple attacks and wounds, fantastic combat featured a simple matrix, where powerful opponents are cross-referenced and a single dice roll determines who is slain outright.
Thus, entries like "3 Men or Hero - 1", which have always confused players, indicate the 3rd level Fighting Man fights off mundane foes with three attacks, but also has the grit to assail a fantastic enemy as a sub-hero (with a -1 to his roll on the Fantasy Combat Table) in an all-out attack. Unfortunately, this attempt to bring graduated degrees of fighting capability to Chainmail is an admittedly inelegant addition to that game's originally seamless mechanics. Moreover, the confusing decision to make fantastic strikes inflict a mere "hit" in Volume III further undermines the original heroics found in the Fantasy Supplement. This last rule I recommend ignoring or revising for those who want the true flavor of the original fantasy campaigns of Lake Geneva.
With the peculiarities of the D&D reference to Chainmail aside, it is worth looking at the rather innovative aspects of the Man-to-Man Combat rules, with the concession that these two pages are simply packed with ideas and a summary can hardly do justice to them.
What first stands out is the melee range - 3" or 30 yards. This goes to show that, even with miniatures on the table, positioning in these early games was rather relative. It was assumed that, within a game turn (1 minute), you could maneuver to engage any foe within 30 yards (making this a radius of influence around your combatant). This is incredibly liberating, especially when compared to the neurotic obsession with grid positioning in later versions of D&D.
Once engaged in melee, the order of blows begins with the attacker (thus likely by initiative order), unless the other side has a much longer weapon or higher ground. In later rounds, the order of strikes might switch to the opponent with a smaller (and thus faster) weapon, again as long as there is no terrain disadvantage. To this extent, all weapons fall into 12 classes, with the lighter and shorter weapons occupying the lower numbers. Smaller and faster weapons can be used to parry bigger ones, with chances for ripostes and disarming strikes. Additionally, the greater the difference in size between opposing weapons, the more attacks the lighter weapon will be able to inflict each round. While the bigger weapons have the advantage of reach and superior attack values versus armour, this choice is not an obvious one.
The final major area covered are the rules for mounted combat. These are probably the best rules for mounted combat available for D&D, and include offensive and defensive bonuses for the rider, attacks by the mount (according to quality), attacks made against the mount, attempts to unhorse the rider, rules for falling off the mount (and becoming stunned), remounting and of course the special attack values some weapons provide against prone foes. There is also a complete set of jousting rules, although this is a whole other system perhaps to be covered another day.
Overall, the man-to-man combat rules from Chainmail, in addition to the fantasy rules, provide a well thought out and engaging system. When combined with the three little books of the original game, one can clearly picture the early origins of Dungeons & Dragons, steeped in medieval wargaming and fantasy heroics. As I have commented before, this speaks to the traditional fantasy origins of a game that quickly became defined by the very different feel of uncompromisingly gritty survival horror.
It is worth mentioning that many have tried to implement Chainmail into their games of D&D and have historically run into difficulties. Jason Vey offers the most concise method in his essay, "Forbidden Lore," although his focus on the mass battle rules is clearly contradictory to Gygax's own claim that they were never used with the Fantasy Supplement that inspired early D&D. In particular, players have always wrestled with the mysterious Fighting Capability statistic inDungeons & Dragons. Perhaps the most misunderstood aspect of the game, this single entry has doubtlessly contributed to the mass adoption of the "Alternative Combat System" that propelled the 20-sided die to its legendary status amongst gamers (well, that and perhaps those early roleplayers were too stingy to pick up Chainmail in the first place).
The crux of the issue, I argue, is the fact that the Chainmail system intended for D&D distinguishes between two categories of combat - normal combat and fantastic combat. The former involves regular combatants on at least one side, which includes non-heroic humans, goblins, orcs and the other "smaller creatures" (Chainmail 44) that loosely adumbrate a group which would eventually be known as 1 hit die creatures in later versions of D&D. The latter, on the other hand, involves fantastic opponents on both sides of the melee, including dragons, ogres and heroes alike (basically, combatants with two or more hit dice). While normal combat used the man-to-man combat system Chainmail, complete with armour classes and multiple attacks and wounds, fantastic combat featured a simple matrix, where powerful opponents are cross-referenced and a single dice roll determines who is slain outright.
Thus, entries like "3 Men or Hero - 1", which have always confused players, indicate the 3rd level Fighting Man fights off mundane foes with three attacks, but also has the grit to assail a fantastic enemy as a sub-hero (with a -1 to his roll on the Fantasy Combat Table) in an all-out attack. Unfortunately, this attempt to bring graduated degrees of fighting capability to Chainmail is an admittedly inelegant addition to that game's originally seamless mechanics. Moreover, the confusing decision to make fantastic strikes inflict a mere "hit" in Volume III further undermines the original heroics found in the Fantasy Supplement. This last rule I recommend ignoring or revising for those who want the true flavor of the original fantasy campaigns of Lake Geneva.
With the peculiarities of the D&D reference to Chainmail aside, it is worth looking at the rather innovative aspects of the Man-to-Man Combat rules, with the concession that these two pages are simply packed with ideas and a summary can hardly do justice to them.
What first stands out is the melee range - 3" or 30 yards. This goes to show that, even with miniatures on the table, positioning in these early games was rather relative. It was assumed that, within a game turn (1 minute), you could maneuver to engage any foe within 30 yards (making this a radius of influence around your combatant). This is incredibly liberating, especially when compared to the neurotic obsession with grid positioning in later versions of D&D.
Once engaged in melee, the order of blows begins with the attacker (thus likely by initiative order), unless the other side has a much longer weapon or higher ground. In later rounds, the order of strikes might switch to the opponent with a smaller (and thus faster) weapon, again as long as there is no terrain disadvantage. To this extent, all weapons fall into 12 classes, with the lighter and shorter weapons occupying the lower numbers. Smaller and faster weapons can be used to parry bigger ones, with chances for ripostes and disarming strikes. Additionally, the greater the difference in size between opposing weapons, the more attacks the lighter weapon will be able to inflict each round. While the bigger weapons have the advantage of reach and superior attack values versus armour, this choice is not an obvious one.
The final major area covered are the rules for mounted combat. These are probably the best rules for mounted combat available for D&D, and include offensive and defensive bonuses for the rider, attacks by the mount (according to quality), attacks made against the mount, attempts to unhorse the rider, rules for falling off the mount (and becoming stunned), remounting and of course the special attack values some weapons provide against prone foes. There is also a complete set of jousting rules, although this is a whole other system perhaps to be covered another day.
Overall, the man-to-man combat rules from Chainmail, in addition to the fantasy rules, provide a well thought out and engaging system. When combined with the three little books of the original game, one can clearly picture the early origins of Dungeons & Dragons, steeped in medieval wargaming and fantasy heroics. As I have commented before, this speaks to the traditional fantasy origins of a game that quickly became defined by the very different feel of uncompromisingly gritty survival horror.
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