Merge commit 'nc/master' into temp
[dnd] / combat.tex
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1\documentclass{tables}
2
3\begin{document}
4
5\sect{Combat}
6
7\begin{set}
8\begin{order*}{To derive to-hit value from AC and THAC0}
9\item The basic to-hit is $H = \textrm{THAC0} - \textrm{AC}$. \\
10\item If $H < 2$, add up to 4. \\
11\item If $H > 20$, subtract up to 4. \\
12\item If $H > 30$ still, subtract up to 4 again; etc. \\
13\item Conversely, if $H < -10$, add up to 4, etc. \\
14\item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\
15\end{order*}
16\rowgap
17\begin{tabular}{\shade cccccMr} \hlx*{hv}
18 \tt{Hit table} \\
19 \multicolumn{4}{c}{\th{Class/level}} & \th{Monster} & \\
20 \th{M-U} & \th{C/T} & \th{F} & \th{D-H} & \th{HD} & \th{THAC0}\\\hlx{vhv}
21 \multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+}
22 1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+}
23 & & & & 1+ to 2 & 18 \\ \hlx{+}
24 6--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
25 & & & & 3+ to 4 & 16 \\ \hlx{+}
26 11--15 & 9--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
27 & & & B & 5+ to 6 & 14 \\ \hlx{+}
28 16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+}
29 & & & D & 7+ to 8 & 12 \\ \hlx{+}
30 21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+}
31 & & & F & 9+ to 11 & 10 \\ \hlx{+}
32 26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+}
33 & & & H & 13+ to 15 & 8 \\ \hlx{+}
34 31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+}
35 & & & J & 17+ to 19 & 6 \\ \hlx{+}
36 36 & 29--32 & 22--24 & K & 19+ to 21 & 5 \\ \hlx{+}
37 & & & L & 21+ to 23 & 4 \\ \hlx{+}
38 & 33--36 & 25--27 & M & 23+ to 25 & 3 \\ \hlx{+}
39 & & & & 25+ to 27 & 2 \\ \hlx{+}
40 & & 28--30 & & 27+ to 29 & 1 \\ \hlx{+}
41 & & & & 29+ to 31 & 0 \\ \hlx{+}
42 & & 31--33 & & 31+ to 33 & -1 \\ \hlx{+}
43 & & & & 33+ to 35 & -2 \\ \hlx{+}
44 & & 34--36 & & 35+ up & -3 \\ \hlx{vh}
45\end{tabular}
46\line
47\begin{order*}{Striking}
48\item Attacker must be at least half size of defender. \\
49\item Damage is $1 + \delta S$ (or $0$ if pulled). \\
50\item Stunned if $t = \dice{1d20} - C' > 0$. (Monster $C = 2\times
51 \mathrm{HD}$.) \\
52\item If stunned, SvDR $+4 - \delta S$ or knocked out for $t$ rounds. \\
53\item \emph{Haymaker}: Lose initiative, $-5$ to hit: $-4$ on SvDR, and no
54 size limit. \\
55\end{order*}
56\line
57\begin{order*}{Wrestling}
58\item Wrestling rating $w = \lceil L/2 \rceil + \delta S + \delta D +
59 \textrm{basic AC}$. \\
60\item Monster $w = 2 \times \mathrm{HD} + \textrm{basic AC}$. \\
61\item Multiple wrestlers: $+1$/$+5$ for each with less/more than
62 $\tfrac{1}{2}$ HD. \\
63\item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to
64 \textrm{pin}$. \\
65\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more) \\
66\end{order*}
67\end{set}
68
69\begin{set}
70\begin{tabular}{\shade lMr} \hlx*{hv}
71 \tt{Range adjustments} \\
72 \th{Range} & \th{Adj} \\ \hlx{vhv}
73 Short & +1 \\ \hlx{+}
74 Medium & 0 \\ \hlx{+}
75 Long & -1 \\ \hlx*{vh}
76\end{tabular}
77\rowgap
78\begin{tabular}{\shade lMrMr} \hlx*{hv}
79 \tt{Cover adjustments} \\
80 \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv}
81 None & 0 & 0 \\ \hlx{+}
82 Quarter & -1 & -2 \\ \hlx{+}
83 Half & -2 & -4 \\ \hlx{+}
84 Three-quarters & -3 & -6 \\ \hlx{+}
85 Full & -4 & \hbox{---} \\ \hlx*{vh}
86\end{tabular}
87\end{set}
88
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89\begin{set}
90
91\begin{order*}{Naval combat}
92\item Magic and giant monsters: usually 1 hull point for each 5 hit
93 points, rounding down. \\
94\item Each 10\% of damage or 10\% loss of rowers reduces speed by 10\%. \\
95\item Dead in water at 75\% damage; sinks at 100\%. \\
96\item Grappling: at $50'$ or less; successful 2 in 6 or by mutual
97 agreement. \\
98\item Boarding: $-2$ on hit rolls and AC during boarding round. \\
99\item Repairs: five crewmen required; 1\,hp per turn up to half damage, fails
100 after 5d6 days. \\
101\end{order*}
102
103\end{set}
104
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105\end{document}
106
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