Combat begins when an encounter turns violent. Time is tracked in rounds (10 seconds), and each round follows a strict sequence. The full encounter (including combat) still counts as 1 turn of dungeon time.
Map
Battlemap (1 square = 10 feet in the dungeon, 10 yards in the wilderness).
- Melee range: opponents within 5' of each other.
- Missile range: opponents more than 5' apart. Modifiers by range: short +1, medium 0, long –1, beyond long impossible.
- Spacing: typically 2-3 combatants can fight side-by-side in a 10' wide passage.
- Cover: complete cover = cannot be hit; partial cover = –1 to –4 to attacker.
Time-tracking
Rounds (10 seconds). 60 rounds = 1 turn.
Combat sequence per round:
- Declare spells and melee movement (other actions need not be declared).
- Initiative: each side rolls 1d6. Highest acts first.
- Winning side acts, in this order:
- Monster morale (if applicable)
- Movement
- Missile attacks
- Spell casting
- Melee attacks
- Other sides act in initiative order.
Main Actions
One main action per round per combatant. Movement and attacking can be combined in the same round.
- Move — up to encounter movement rate (1/3 base) per round.
- Missile attack — Apply DEX, range, cover modifiers.
- Spell cast — sole action for the round (no movement, no attack). Caster must speak and move hands. Disrupted if hit or failed save before their turn — spell is lost.
- Melee attack — opponents within 5'. Apply STR modifier.
- Fighting withdrawal (in melee) — move backwards at up to half encounter movement rate; needs clear path.
- Retreat (in melee) — turn and flee at full encounter movement. May not attack this round. Opponent gets +2 to all attacks against you and ignores your shield AC bonus.
- Parry (optional, STR 13+) — forfeit attack, add STR melee bonus to AC this round.
- Charge (optional) — move 20'+ then attack. +2 to attack, –1 to AC this round. Braced weapons get bonus damage against you.
- Subdue (optional) — announce intent. Blunt blows only. At 0 HP from subdual damage, intelligent target surrenders.
Attack Rolls
- Roll 1d20.
- Apply modifiers: STR (melee); DEX, range, cover (missile).
- Determine hit AC via the attack matrix for the attacker's THAC0, OR if using Ascending AC: add attack bonus, result is the AAC hit.
- Hit if result is ≤ target's descending AC (or ≥ target's AAC).
- Roll for damage.
- Natural 20 always hits. Natural 1 always misses.
- PC damage: Hit die for melee, 1d6 for ranged. Modified by STR for melee.
- Minimum damage: a hit always deals at least 1 point.
- Death and Dismemberment rules apply.
- Changes:
- Concussed - no changes to initiative.
- Crushed 5 - Crushed ribs: permanently loose 1 STR, 1 DEX and 1 CON.
- Changes:
- Attacks per round: PCs normally 1; some monsters multiple.
Special Combat Notes
- Light sources in hand at the beginning of combat will be lost forever, but the light will stay there for the whole duration of the fight. Use an action before combat to set it up nicely to be able to pick it up again.
- Attacking from behind: shield AC bonus is negated.
- Sneaking: for each turn that the player is moving/sneaking, roll a surprise roll (succeeds on 2-in-6). The player is considered sneaking always if successfully moving silently.
- Sacrifice shield: before damage roll in order to negate that attack.
- Paralysed opponents: automatically hit in melee; just roll damage.
- Two-weapon fighting (optional, DEX/STR prime req): –2 primary, extra –4 secondary attack.
- Missile attacks into melee (optional): random PC/monster in the melee is the actual target.
- Unstable surfaces (ships, mounts): missile –4, spells impossible, magic items normal.
- Underwater: penalties to attack and damage; most missiles useless.
- Unarmed: 1d2 + STR damage; otherwise resolved as melee.
- Morale check (optional): roll 2d6 vs morale score on first death, and when half the side is down. Fail = flee or surrender.