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, max 60 rounds.
- Missile attack — only if opponents are >5' away. 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, once per combat) — 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.
- 0 HP = death.
- Attacks per round: PCs normally 1; some monsters multiple.
Special Combat Notes
- Attacking from behind: shield AC bonus is negated.
- 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.