When a natural 20 is rolled on the attack roll an additional +2 damage is inflicted.
If using a missile weapon, a character can decide to take a full Round to aim. This means taking absolutely no action for an entire Round except aiming, during which time the aiming character has no Dexterity modifiers to his AC. On the following round the aiming character receives a +4 to hit when firing on his action. The aiming time is in addition to normal reload times.
If a character is attacked from behind by an enemy he is not aware of, he loses all Dexterity and shield modifiers to AC and the enemy receives a further +2 bonus to hit.
Cover is protection behind something that can actually block incoming attacks, such as a wall or arrow slit. Cover bonuses are as follows:
Cover | AC Bonus |
25% | +2 |
50% | +4 |
75% | +7 |
90% | +10 |
Firing into mêlée with a missile weapon is a very uncertain thing. If doing so, randomly determine who in the mêlée is actually targeted—the firing character does not get to choose—before rolling to hit.
If the firing character takes a full Round to aim, one possible target of the firing character’s choice counts as two people in the mêlée when the Referee comes to determine the targets. For example, if a character fires into a combat where two of his allies are fighting a lone enemy, normally there would be an equal chance of targeting each of the three combatants. After aiming, the enemy would count as two figures, giving a full 50% chance that the enemy would be the one targeted.
Significantly larger characters or monsters in a mêlée count as two characters for random targeting purposes, and truly gargantuan creatures can be fired upon using the normal rules.
Dexterity modifiers do not apply, for either the firing character or the targets, when resolving missile fire into mêlée.
Helpless opponents, defined as those sleeping, bound, magically frozen, etc., are automatically hit for maximum damage by anyone attacking them with a mêlée weapon.
Holy water can be sprinkled on an opponent within mêlée range, and the opponent will always be considered AC 12 in this situation unless using actual armor and/or shield. This takes up both the attacker’s hands and actions for the full Round.
Holy water, if in a glass container or flask, can be thrown with the same range modifiers as a rock. If it hits, it will only break and unleash the holy water 75% of the time. Otherwise it simply does the same damage as a thrown rock.
Holy water inflicts 1d8 damage against appropriate targets such as undead, summoned creatures, innately magical beings such as Elves, etc.
Characters fighting opponents that they cannot see suffer a –6 penalty to hit in mêlée and all attacks against them by the unseen party are considered to be “from behind” (if the unseen party is able to see, of course!). Missile attacks against unseen targets automatically miss, although that Referees may decide to check to see if a random character is hit in the dark if a character fires wildly into occupied dark space.
NPCs and monsters do not always fight to the death; in fact, most will try to avoid death whenever possible. Each NPC, monster, or group of the same monsters should include a Morale score, a figure between 2 and 12. To make a Morale check, roll 2d6; if the roll is equal to or less than the Morale score, the NPC, monster, or monster group is willing to stand and fight. If the roll is higher than the score, the NPC, monster, or monster group has lost their nerve. NPCs, monsters, or monster groups with a Morale score of 12 never fail a Morale check; they always fight to the death.
In general, Morale is checked when an NPC, monster, or monster group first encounters opposition (and they do not outnumber their opponents), and again when they are reduced to half strength (either by numbers if more than one NPC or monster, or by Hit Points if the NPC is alone). For this purpose, enemies incapacitated by Sleep, Charm, Hold, or similar spells or magic are counted as if dead.
The Referee can apply adjustments to an enemy’s Morale score in some situations, at his discretion. Generally, adjustments should not total more than +2 or –2. No adjustment is ever applied to a Morale score of 12. An NPC that fails a Morale check will generally attempt to flee; intelligent monsters or NPCs may attempt to surrender, if the Referee so desires.
Note that special rules apply to retainers; see the relevant rules in the Retainers section.
Mounted characters receive +1 to hit (unless using minor or small weapons) and a +1 AC bonus when in mêlée combat against enemies on foot. Mounted characters receive a –5 penalty to hit with missile fire while mounted.
Lobbing flasks of flaming oil is a popular tactic of explorers. Here is how that works:
The oil flask must be in hand, its lid or stopper removed, and a wick of some sort (usually a bit of cloth) already prepared and lit.
Lamp oil is not napalm. If a creature is subjected to ignited lamp oil, it will suffer 1d4 points of damage. If the damage roll is 4, then the victim must make a saving throw versus Breath Weapon or else suffer another 1d4 damage on his next action. If that roll is a 4 as well, then the victim becomes engulfed in flames.
A creature completely engulfed in fire is in trouble. The creature suffers 1d8 damage per Round until he either dies, or the fire is put out. Creatures who are alight usually react by immediately fleeing in search of water, or failing that, simply run aimlessly until collapsing.
Of course any fire has a chance to set alight wood structures or objects, not to mention material such as curtains, carpets, tapestries, etc.
When one character or party is running from another, it is not merely a matter of movement rate which decides the outcome unless the chase is over open territory. Otherwise, both sides in a pursuit roll 1d20 and add their movement rate divided by 10. For example, characters with 120' movement roll d20+12. The higher roll wins. Individual rolls for those with different movement rates can be used at the Referee’s discretion. You do not have to outrun the enemy, you just have to outrun your slowest ally!
No mapping or other record keeping is allowed during a pursuit. The Referee will declare in general terms where the character goes. “You run down the corridor, past two doors, and duck to the left in a passageway,” is perfectly fine description in a dungeon, with the character not being told details along the way. After all, the character has been running for his life with a flickering light source through hostile territory! Wilderness pursuit will be rather less mysterious of course.
Dropping items or money or treasure or food might make pursuers break off pursuit, depending on why they are pursuing. If a character drops valuable goods, or treasure, in the path of treasure- seeking enemies, those enemies must make a Morale check to stop pursuit. If an unintelligent creature is pursuing, then food is what it wants, and the appropriate food dropped causes a Morale check, with failure meaning the creature stops to eat the food. Dropping an obstacle, such as flaming oil, will normally stop pursuit as well.
Fists are treated as minor weapons, doing 1d2 hp damage.
A character may attempt to wrestle another character to either immobilize or take something out of that character’s hands.
The attacker must have both hands free. The defender, if he is armed and has not yet acted during the round, can immediately make an attack against the aggressor before the wrestling attempt is resolved.
Wrestling is resolved with a contested roll. Both parties roll 1d20 and apply both their mêlée Attack Bonus and Strength modifier. Ties are decided by Dexterity modifier, or a die roll if both are still tied. The winner decides whether the loser is immobilized, if he will attempt to disarm the loser of the contest, or if he releases the loser.
An immobilized opponent can usually take no action other than attempting to escape on his next action, but can instead attack a grappling opponent with natural or minor weapons. Resolve this with another wrestling roll. Any character immobilized for three successive wrestling contests is considered pinned and helpless—no further attempts to escape can be made.
If disarmament is attempted (and this includes snatching any held object, not just taking away weapons), the defender must make a save versus Paralyzation to keep hold of the object that his attacker is attempting to take.
While wrestling, attacks are made against all involved as if they were surprised.
If there are multiple opponents attempting to wrestle a single defender, all attackers make their rolls as normal, but only the best roll is used with a +1 bonus for each additional attacker.
Creatures whose physiology or special abilities suggest that they have an advantage when grappling (tentacles, adhesive, multiple limbs) gain a further +1 bonus to their wrestling roll per Hit Die.
Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table opposite, comparing the roll against the Hit Dice of the undead monsters targeted. Successful Turning If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed). Turned undead: Will leave the area, if possible, and will not harm or make contact with the cleric. Destroyed undead (result of D): Are instantly and permanently annihilated. Excess: Rolled Hit Dice that are not sufficient to affect a creature are wasted. However, at least one undead creature will always be affected on a successful turning. Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.