Combat
 
Initiative

When an encounter begins, you might act first, or the monster might go first. This is called Initiative. If you have the initiative, you get to act first, before the monster. In all of your group’s encounters, you will roll to see who has the initiative. The DM rolls ld6 for the monsters, and one of the players rolls 1d6 for the characters. It doesn’t matter which player rolls.
Whoever gets the higher number wins the initiative, and swings first. When the party has the initiative, the characters may use the time to talk, attack, move (fighters moving to the front, for example), or run away. Some monsters will also have similar choices, but most will either talk or attack. Very few monsters run away before anything happens. If a monster has more than one attack, it will get all of its attacks before yours if it wins the initiative.
If each side rolls the same number, then all the action happens at once; the actions are “simultaneous,” and neither side wins the initiative. Attacking characters can try to Hit, but whatever the result, the monsters may also make all of their attacks, even if you kill them with your first attacks!

Combat Sequence

During a battle, the following checklist is used to ensure that the battle is run properly; steps A through D repeat as needed until the battle is over.


ORDER OF COMBAT

A. Each side rolls for initiative, using 1d6.
B. The side that wins the initiative acts first:
  1. Morale Check (monsters and non-player characters only)
  2. Movement & Defensive Maneuvers
  3. Missile fire combat
    1. Choose targets
    2. Make Hit Rolls
    3. Roll Damage for hits
  4. Magic Spells
    1. Choose targets
    2. Make Saving Throws if neccessary
    3. Apply results immediately
  5. Hand to Hand Combat
    1. Choose targets
    2. Make Hit Rolls
    3. Roll Damage for hits
C. The side that loses the initiative then completes all the steps given above.
D. The DM handles all retreating, surrender, and other special results.

Missile Weapons

Missile fire is a type of combat used when the enemy is too far away to fight hand-to-hand - in other words, more than 5 feet away. Missile fire closer than 5 feet isn't possible!


MISSILE FIRE TABLE

 Maximum Ranges (in feet) 
 Short (+1)Medium (0)Long (-1)
Crossbow (Lt)60120180Device
Long Bow70140210Device
Short Bow50100150Device
Sling4080160Device
Spear204060Thrown
Oil or Hand Axe103050Thrown
Holy Water or dagger102030Thrown

Device: A missile fire device is a weapon that fires missiles, such as a bow or crossbow. Devices cannot be used in hand-to-hand combat, or against targets within 5 feet.
A crossbow is similar to a normal bow (long or short), but is held horizontally and shot by pulling a trigger, which releases the string.
A sling is a leather pocket with long strings; the user holds the strings and puts a stone in the pocket. The stone is thrown by swinging it around and releasing one string at the right time. A sling is the only missile weapon usable by Clerics.

Thrown Weapons: A spear, dagger, or hand axe may be either thrown or held.
They are good weapons to use when the monsters are nearby, as the character can use these weapons in hand-to-hand combat.
A dagger or hand axe spins in the air striking with the blade forward.
A spear is a long shaft of wood or metal with a sharp tip, and can be thrown straight at an opponent. It has the best range of any thrown missile.

Holy Water: This is water which has been specially prepared by a Cleric for use against Undead creatures. It can be used by any character. Holy Water must be kept in small, specially prepared glass bottles (known as vials) for it to remain Holy. The effect of one vial of Holy Water on an Undead creature is 1-8 (1d8) points of damage. For it to cause damage, it must successfully strike the target, thus breaking the vial. It may either be thrown (using missile fire rules) or used hand-to-hand (using normal combat rules).

Oil: Oil is carried in small bottles (known as Flasks), and is often thrown as missiles. It may also be spread on a floor. In either case, it will be slippery but not dangerous until it is lit by flame.
One flask of oil will make a pool 3’ in diameter, which will burn out in one turn if lit. Burning oil will cause 1-8 (1d8) points of damage per round to victims in the flames, including any creature trying to cross a pool of burning oil. Oil thrown at a creature will either miss (forming a pool where it falls) or hit. If it hits, it will drip off in a few rounds; if lit, the victim will take damage for 2 rounds at most.
Oil may be lit with any flame, such as a torch. If a torch is thrown at a creature, another Hit Roll must be made, but the creature’s normal AC is not used; the target of any thrown torch is treated as AC 10, regardless of the actual Armor Class of the target (but the roll is adjusted as explained below).
As with Holy Water, oil may be used either as a missile or in hand-to-hand combat.

When your character tries to use any type of missile fire, adjust your normal Hit Roll for the following things:

1. Dexterity
2. Range
3. Cover
4. Magic

1. Dexterity: Include any bonuses or penalties to your Hit Roll due to high or low Dexterity. You may have an adjustment from -3 to +3, depending on your Dexterity Score (as given in the “Bonuses and Penalties for Ability Scores” chart).

2. Range: A weapon can only be thrown or shot to the longest distance on the chart. This is called weapon’s range. For example, you can’t throw a spear any further than 60 feet.
Ask your DM what the range to the target is, in feet. The DM may prefer to give you the general range instead of the exact distance, and may ask you which missile weapon you are using.
If the range is short, you add 1 to your Hit Roll. If the distance to the target is between the numbers given for short and medium ranges, there is no adjustment. If the distance to the target is greater than the number given for medium range, but still within the maximum range, you must subtract 1 from your Hit Roll. (The bonus and penalty are noted on the chart, as a reminder.)
Thus, a crossbow can shoot farther than any other weapon, and an axe or dagger can only be thrown at a nearby target.

3. Cover: The enemy may be harder to hit because it is hiding behind something; this is called cover. Cover could be gained by hiding behind a table or chair, or a tree or boulder outdoors.
If cover is used, your DM should mention that the monster has cover and will apply penalties to your chances to hit. You should always be told if the monster has cover, but you might not know how many penalties apply.
These penalties are determined by the DM and range from - 1 for partial cover to - 4 for full cover.

4. Magic: If you are under a magic spell which helps your chances to hit, that applies here. In your adventures, you may discover magical missiles - arrows, crossbow bolts, and so forth - and bonuses from such magic also apply to your Hit Roll.