AC bonuses from shields are negated.
Characters with DEX or STR as a prime requisite may choose to wield two one-handed weapons, as follows:
A blind character is unable to attack.
A character who is completely blind, for what· ever reason. suffers a -4 penalty to all saving throws, a -6 penalty to all attack rolls (he has to guess where his target is by hearing), and a +4 penalty to his armor class for the duration of his blindness.
(src: D&D Rules Cyclopedia)Flying creatures may pick up rocks or other objects and drop them from above.
Altitude: At most 300’.
Chance to hit: 16 or higher on 1d20.
Affected area and damage: Depend on the size of the bomb—larger creatures can carry larger bombs. For example, a bomb from a flying creature able to carry a human might inflict 2d6 damage to all creatures hit in a 10’ × 10’ area.
Once per combat, a character may charge into melee and attack, as follows:
Some monsters can only be harmed by magical or silver weapons. The referee may allow such monsters to also be harmed by attacks from:
The constant and unpredictable movement
of characters in melee makes firing
or throwing missile weapons at combatants
an uncertain proposition.
When this happens, randomly determine
which character in the melee is actually
targeted by the missile attack before making
the attack roll.
Typically, all characters involved in the
melee have the same chance of being targeted,
but especially large creatures may
count as two or more characters.
Creatures in trajectory of a ranged attack may impose a -2 to -4 penalty to attack
Helpless opponents, such as those magically paralysed or frozen, can be automatically hit in melee. Only a roll for damage is required.
Characters with a STR of 13 or above may opt to act purely defensively in melee, forfeiting their attack that round. When parrying, the character’s STR bonus to melee attacks is applied as an Armour Class bonus that round.
The referee should judge how many attackers can strike at a single opponent, bearing in mind the size of the opponent and the available space around it.
10’ passage: Normally at most 2–3 characters can fight side-by-side in a 10’ wide passageway.
Characters may attempt to throw a splash weapon so that it smashes on a hard surface close to one or more creatures. This is handled as an attack against AC 9 [10]. If the attack succeeds, all creatures within 5’ are splashed with the liquid and, if it is harmful to them, suffer 1d2 damage.
When an attack with a splash weapon misses its target (whether a character or a surface), it lands in a random location:
Characters that wish to subdue an intelligent opponent must announce that they are attacking without the intent to kill.
Blunt blows: Only bludgeoning attacks may be made. Bladed melee weapons may be employed to deal blunt blows with the flat of the blade.
Subdual damage: Combat and damage are calculated normally, but subdual damage is noted separately from actual damage.
Effect at 0hp: An intelligent character or monster reduced to 0 hit points due to subdual damage will surrender, realising that its opponent could have killed it.
Attack rolls: Unarmed combat is handled the same as melee combat.
Damage: Unarmed attacks inflict 1d2 damage, modified by STR.
Characters on an unstable surface, such as a ship in rough seas or riding a flying animal, are affected as follows:
Note that magical means of flight (e.g. a magic broom, carpet, or the fly spell) generally do not count as unstable.
When fighting in or beneath water:
A character who has fallen (e.g .. been knocked over in combat) is easy to hit: Attackers receive a + 4 bonus to their attack rolls when at· tacking a fallen foe.
A fallen foe also has a -4 penalty to all saving throws and a - 2 penalty to attack rolls while on the ground.
A character on the ground takes one round of movement to stand up; also. for the rest of the round after he has stood up, the character still suffers the penalties of a fallen cha.ractcr.
(src: D&D Rules Cyclopedia)