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Combat Levels ATTACK MATRIX FOR MELEE ATTACKS AGAINST ARMOURED OPPONENTS

Weapon Aklys Axe, Battle Axe, Hand Bardiche Bec de Corbin Bill-Guisarme Bo Stick Caltrop Club Dagger Fauchard Fauchard-Fork Fist or Open Hand Flail, Footmanss Flail, Horsemanss Fork, Military Garrot Glave Glave-Guisarme Guisarme Guisarme-Voulge Halberd Harpoon Hammer, Lucern Hammer Hook Fauchard Jo Stick Knife Lance (Light) Lance (Medium) Lance (Heavy) Mace, Footmans Mace, Horsemans Man Catcher Morning Star Partisan Pick, Footmans Pick, Horsemans Pike, Awl Ranseur Sap Scimitar Spear Spetum Spiked Buckler Staff, Quarter Sword, Bastard Sword, Broad Sword, Falchion Sword, Khopesh Sword, Long Sword, Short Sword, Two-handed Trident Voulge Whip Space Length Required Speed c. 2 c. 4 c. 1.5 c. 5 c. 6 c. 8+ c. 5 n/a c. 3 c. 15" 8+ 8 2+ c. 4 c. 2 7+ c. 3 8+ 8+ 6+ 7+ 5+ 68 5+ c. 1.5 8+ c. 3 c. 1 10 12 c. 14 c. 2.5 c. 1.5 8+ c. 4 7+ c. 4 c. 2 18 8+ .5 c. 3 513+ 8+ 1 68 c. 4.5 c. 3.5 c. 3.5 c. 3.5 c. 3.5 c. 2 c. 6 48+ 8+ 820 2 4 1 5 6 2 3 n/a 13 1 2 2 n/a 6 4 1 1.5 1 1 2 2 5 1.5 5 2 2.5 2 1 1 1 1 4 2 2.5 5 3 4 2 1 1 1 2 1 1 2 3 4+ 4 3.5 4 3 1 6 1 2 820 4 (+1) 7 4 9 9 10 3 n/a 4 2 8 8 1 7 6 7 2 8 9 8 10 9 6 9 4 9 2 2 6 7 8 7 6 7 7 9 7 5 13 8 2 4 68 8 4 4 6 5 5 9 5 3 10 68 10 58 0 1 2 3 4 5 6 7 8 9 10 9 8 S/M 1d6 1d8 1d6 2d4 1d8 2d4 1d6 1 1d6 1d4 1d6 1d8 var. 1d6+1 1d8 1d4 1d6 2d4 2d4 2d4 1d10 2d4 2d4 1d4+1 1d4 1d6 1d3 1d6 1d6+1 2d4+1 1d6+1 1d6 12 2d4 1d6 1d6+1 1d4+1 1d6 2d4 12 1d8 1d6 1d6+1 1d4 1d6 2d4 2d4 1d6+1 2d4 1d8 1d6 1d10 1d6+1 2d4 12 L 1d3 1d8 1d4 3d4 1d6 1d10 1d3 12 1d3 1d3 1d8 1d10 var. 2d4 2d4 1d6 1d10 2d6 1d8 2d4 2d6 2d6 1d6 1d4 1d4 1d4 12 1d8 2d6 3d6 2d6 1d4 12 1d6+1 1d6+1 2d4 1d4 1d12 2d4 12 1d8 1d8 2d6 1d3 1d6 2d8 1d6+1 2d4 1d6 1d12 1d8 3d6 3d4 2d4 1 28 26 26 24 26 24 24 22 19 18 21 20 34 31 29 27 28 26 25 24 24 23 23 22 30 28 18 17 21 20 24 23 21 20 23 22 23 22 24 23 23 22 21 19 24 22 21 19 21 20 24 23 31 29 27 25 24 23 22 20 17 16 19 18 19 18 21 20 21 20 21 20 18 17 19 18 22 21 24 23 35 33 25 23 23 22 23 22 28 26 30 28 21 20 26 24 24 22 28 26 25 23 26 24 19 18 25 23 23 22 35 32 24 22 20 22 20 18 22 20 19 21 19 17 17 16 15 19 18 17 28 25 22 25 23 21 24 22 20 22 21 19 21 20 18 20 19 18 26 23 20 17 16 16 19 18 17 21 20 18 19 18 17 20 19 17 20 19 17 21 20 18 20 19 17 18 17 16 21 19 18 18 17 15 19 17 17 21 20 18 27 24 21 24 22 20 21 20 18 19 17 16 16 15 15 18 17 17 18 17 17 19 18 17 19 17 16 19 18 17 17 16 16 18 17 16 20 18 17 21 19 18 31 28 25 22 20 19 21 19 18 21 19 17 24 22 20 26 23 20 19 18 16 22 20 18 21 19 17 24 22 19 21 19 17 22 20 18 17 16 15 22 20 18 20 19 17 29 26 23 18 16 15 17 15 14 17 15 14 16 14 13 16 15 14 16 15 14 19 16 14 19 17 15 18 16 15 18 15 14 17 15 14 16 15 14 17 15 14 14 14 13 16 15 13 16 15 13 16 15 14 16 15 14 16 15 14 17 15 14 15 14 13 14 13 12 17 15 14 14 13 13 15 15 14 17 15 14 18 16 14 18 16 14 16 15 14 15 14 14 14 13 13 16 15 14 16 15 14 16 15 14 15 14 13 16 15 14 15 15 15 15 15 14 16 15 14 16 15 14 22 20 18 17 15 14 17 15 14 16 15 14 18 16 14 17 15 14 15 14 13 16 15 13 15 14 13 17 15 14 16 15 14 16 15 14 14 12 11 17 15 14 15 14 13 20 17 15 13 12 10 12 11 11 10 12 11 10 13 12 12 12 12 11 12 12 13 11 12 11 8 9 8 Cleric 13 46 79 1012 1315 1618 19+ Magic User 15 610 1115 1620 21+ Thieves 14 58 912 1316 1720 21+ Monsters <1-1 1-1 1 1+ 23+ 45+ 67+ 89+ 1011+ 1213+ 1415+ 1617+ 1819+ 2021+ 2223+ 2425+ 26+ CL 1 3 5 7 9 11 12 CL 0 2 5 8 10 CL 0 2 5 7 9 11 CL 0 1 2 3 5 6 8 9 11 12 13 14 16 17 18 19 20

13 12 10 13 13 12 12 12 10 11 12 7 12 11 12 12 11 11 12 12 10 13 12 11 13 12 11 13 12 11 13 13 12 13 12 11 12 11 11 13 12 11 12 12 11 13 12 11 13 12 12 12 12 12 11 9 8

1d4+1 1d4+1

13 12 11 13 12 11 12 12 11 13 11 10 13 12 11 14 14 14 12 10 9 13 12 11 14 13 13 14 13 12 13 13 13 13 12 10 16 14 11 12 11 13 11 13 12 8 9 9 13 12 11

Armour Type Base Class No Armour 10 Shield 9 Leather or Padded 8 Studded Leather or Ring 7 Scale Mail 6 Chain Mail 5 Splint or Banded Mail 4 Plate Mail 3 Field Plate 2 Full Plate 1 Shield reduces class by 1 or is treated as +1 (see text)

12 11 10 12 11 11 12 11 12 11 13 11 12 12 9 9 9 9 12 12 11

10 11 11 12 12 10 13 12 11 12 12 8

ATTACKS VERSUS NATURAL ARMOUR OR WITH NATURAL WEAPONS


-10 31 -9 30 -8 29 -7 28 -6 27 -5 26 -4 25 -3 24 -2 23 -1 22 0 21 1 20 2 19 3 18 4 17 5 16 6 15 7 14 8 13 9 12 10 11

v.4

Combat Levels ATTACK MATRIX FOR MISSILE ATTACKS AGAINST ARMOURED OPPONENTS
Weapon Aklys (hurled) Atlatl (javelin) Axe, Hand Blowgun Needle Bow, Composite, Long Bow, Composite, Short Bow, Long Bow, Short Club Crossbow, Hand Crossbow, Light Crossbow, Heavy Dagger Dart Hammer Harpoon Javelin Knife Lasso Sling (bullet) Sling (stone) Spear Staff Sling (bullet) Rate 1 1 1 2 2 2 2 2 1 1 1 .5 2 3 1 1 1 2 .5 1 1 1 .5 S 3 1 1 6 5 7 5 1 2 6 8 1 1.5 1 1 2 1 5 4 1 M 6 2 2 L 9 3 3 0 1 2 3 4 5 6 7 8 9 10 9 9 8 8 8 9 8 8 7 S/M 1d6 1d6 1d6 1 1d6 1d6 1d6 1d6 1d6 1d3 1d4 1d4+1 1d4 1d3 1d4+1 2d4 1d6 1d3 1d4+1 1d4 1d6 2d4 L 1d3 1d6 1d4 1 1d6 1d6 1d6 1d6 1d3 12 1d4 1d6+1 1d3 12 1d4 2d6 1d6 12 1d6+1 1d4 1d8 2d4+1 Monsters <1-1 1-1 1 1+ 23+ 45+ 67+ 89+ 1011+ 1213+ 1415+ 1617+ 1819+ 2021+ 2223+ 2425+ 26+ CL 0 1 2 3 5 6 8 9 11 12 13 14 16 17 18 19 20 Thieves 14 58 912 1316 1720 21+ CL 0 2 5 7 9 11 10 29 27 27 25 27 25 35 32 25 23 25 24 23 21 28 26 30 28 27 24 24 22 23 21 28 26 28 26 25 23 27 25 28 26 29 27 12 12 24 23 28 26 25 24 26 24 25 23 21 23 21 19 23 21 19 29 26 23 21 19 17 22 21 18 20 18 17 24 22 18 26 23 20 21 19 17 21 19 17 20 18 16 24 22 20 24 22 20 21 19 17 23 21 19 24 22 20 25 23 21 12 12 12 21 20 18 24 22 19 22 21 19 22 20 18 19 17 15 17 15 14 17 16 14 20 17 15 16 14 12 16 14 12 15 13 11 16 15 13 18 16 15 16 15 13 16 14 12 14 12 11 18 16 15 18 16 14 16 15 14 17 15 14 18 16 14 19 17 15 12 12 12 16 15 14 17 15 14 18 16 14 16 15 14 13 12 11 12 11 14 11 11 10 9 9 11 10 11 10 11 10 10 9 9 8 13 12 10 Cleric 13 46 79 1012 1315 1618 19+ Magic User 15 610 1115 1620 21+ CL 1 3 5 7 9 11 12 CL 0 2 5 8 10

12 21 10 18 14 21 10 15 2 4 3 6

14 12 11

12 18 16 24 2 3 2 2 4 2 3 4.5 3 3 6 3

13 12 10 12 12 10 13 12 10 13 12 10 12 12 10 13 12 10 12 12 12 11 11 11 11 8 8

10 15 20 10 20 8 2 16 3 9

13 12 11 13 12 11

36

Staff Sling (stone) .5 36 9 27 25 23 21 19 17 15 14 13 12 11 Modify above for range [Specialists only: Point blank (<30): -2 Short: -1] Medium Range: +2

1d8 2d4 Long Range: +5

ATTACKS VERSUS NATURAL ARMOUR OR WITH NATURAL WEAPONS


-10 31 -9 30 -8 29 -7 28 -6 27 -5 26 -4 25 -3 24 -2 23 -1 22 0 21 1 20 2 19

3 18

4 17

5 16

6 15

7 14

8 13

9 12

10 11

USING THESE TABLES


Introduction These tables are a re-stating of the ones in the DUNGEON MASTERS GUIDE and the PLAYERS HANDBOOK, combining the standard combat tables with the Weapon Versus Armour tables with the objective of making it easier to use the differing abilities of weapons to penetrate armour in play. The result is easier than using weapon-effects with the standard tables, not least because only one table needs to be referenced, but still not quite as easy as simply ignoring them. None of these suggested changes to procedure have any effect on the actual probability of a hit as calculated from the published sources. Combat Level When using these tables, players need to make attack rolls by rolling 1d20 as usual and then adding their combat level to the result. Each class has a basic combat level based on the characters level of experience. For ghters this is simply the characters actual level, while other classes can nd their base combat level on the tables provided here. To this basic level is added any to hit bonus which is automatic, such as strength bonuses (or penalties, of course). If the character has any bonuses or penalties which are specic to the weapon they are using, including specialisation, then that information is recorded with the weapon as a separate CL value from the characters general one. This value obviates the need to have a long list of Vs AC values beside every weapon. e.g., An 8th-level ghter with 18/62 strength, a +3 broad sword in which he is doubly specialised and a specially made 18/62 longbow in which he is singly specialised would have a base CL of 10 with any weapon he is procient with, and 8 in others. With the longbow his CL goes up to 12 and when using his magic sword his total CL would be 16 (8 plus 2 for strength, plus 3 for the magic, plus 3 for double specialisation). A similarly equipped cleric of the same level would have a base CL of 6 (only +1 for non-exceptional 18 strength), dropping to 3 for non-procient weapons. Their bow use would be at the same level as their general CL since a cleric can not specialise, and s/he would wield the magic broadsword at a CL of 9. v.4 2

Armour Class Using this system human armour class is recorded as Armour Type and a modier based on bonuses or penalties. For example, a character using plate-mail with a +1 shield with a +1 dexterity bonus would have an armour class of AC 2+2. This extra notation is more than is needed for the basic combat system as printed in the DUNGEON MASTERS GUIDE when not using weapon and armour modiers but is possibly slightly less extra notation than is needed when using the modiers from the PLAYERS HANDBOOK. Resolving an Attack When an attack is made using this system the DM consults the extended attack matrix for the type of attack (melee or missile) to nd the base number that the attacker needs based on the armour type. This is then modied by any bonuses or penalties associated with the armour. The attacker then rolls 1d20 and adds the combat level for the weapon in use to the result, with an additional bonus of +5 if a natural 20 is rolled. If this total is equal to or greater than the number derived from the targets armour then a hit has occurred and damage etc. proceeds as normal. e.g., The ghter from the previous example is attacking a cleric in the AC 2+2 plate and shield armour mentioned above using his longbow, at long range. The DM looks on the missile matrix for longbow Vs AC 2 and nds that the base to hit number is 21. Adding 2 for the special defences and 5 for long range gives a target value of 28, which does not need to be revealed to the player. The player rolls a 14, adds their CL of 12 and announces the total of 26 to the DMa miss. The Non-Shield System An extension of the idea presented here is that, because the armour types overlap, for example, chain and shield with banded mail, the tables become confused. One solution to this is to treat a shield in combination with body armour as just another +1 to the number needed to hit. A shield on its own is still classed simply as armour type 9 while armour type 2 (if not using UNEARTHED ARCANA rules) or armour type 0 (if using UNEARTHED ARCANA) is no longer used. Some DMs may nd this system more realistic than the standard one.

e.g., In the non-shield system the above cleric would be treated as AT 3+3 instead of 2+2. The base to hit for a longbow against armour type 3 (platemail) is 19; adding 2 for the +1 shield and 1 for dexterity brings the to hit for the cleric to 22 and adding the 5 for long range gives a total under this system of 27one worse (for the cleric) than the with shield system. Natural Armour Unless the DM wishes to assign armour types to monsters on a case by case basis, the attack matrix for natural armours is used, giving essentially the same chances to hit as the DUNGEON MASTERS GUIDE. As an example of what one might do, a Red Dragons AC of -1 could be converted to AC 1+2. This would have a dramatic effect on the usage of normal weapons on such targets, with the required roll for a longsword going from 22 to 27 (25+2), for example, while a heavy lance would go from the same 22 down to 20. Automatic Hits It is up to the DM to decide if a roll of 1 always misses or if the guidelines in Isle of the Ape are to be followed. In the latter case, if the attackers base CL is greater than the targets modied to hit value, the attack automatically strikes and does one point of additional damage for every point the base CL exceeded the target score. e.g., The above 8th level ghter attacks an opponent wearing only normal clothes and no dexterity bonus using a heavy crossbow. For a heavy crossbow the target score is 7 at short range. The attack will automatically hit and will do 1 point of extra damage. If the target had a dexterity of 15 then the modied to-hit score would have been equal to or higher than the ghters base CL and so no bonus damage would accrue to any strike, even if it was still an automatic hit due to other factors such as strength, specialisation, magic weapon bonuses, etc. Similarly, a 26+HD monster such as Dispater would automatically strike a character in normal plate mail (AC 3) and do two points of extra damage, assuming no dexterity or other defensive bonuses. Very Poor ACs Armour class 10 is the lowest possible armour class regardless of all other factors except curses and cursed items. To reect this, no nett penalty is normally applied which would take the target score below that listed for armour type 10. This means that AC10-2, for example, is treated the same as AC10-1 or AC10 and a longbow has a base roll of 8 to hit all three. The penalty is still recorded in case there is some other bonus which later applies which must then rst overcome the penalty. e.g., A character with a dexterity of 4 is wearing no armour; s/he is AC10-3. All weapons use the AC10 column to determine the base number needed to strike this character. If the character is standing behind 50% cover, then his/her armour class will change to AC10+1 since the bonus of +4 to armour class is mostly negated by the characters hopeless dexterity. Note on accuracy This document aimed not to change anything from the ofcial rules. However, it does in fact switch the speed values for the light and medium lance around, which seems to have been an error in the original printing. It also gives the lasso a set of ranges which match the length of the weapon. This too was never xed ofcially.

v.4