This post is a fun answer to a challenge from a discussion on “how difficult AD&D combat is” on social media. If you’d like to see the full thread, you can follow along on Mastodon.

A screenshot image of two comments in a Mastodon thread. The first comment puts out a challenge of Advanced D&D combat with some interesting options. My response is to accept the challenge!

Back in 2019, I made several podcast episodes about how AD&D combat difficulty is more a myth than reality. I also shared a cheat sheet. So this was a fun thing for me to do.

Ep22 (Surprise/Initiative): https://chgowiz-games.etinerra.com/podcast/index.php?name=2024-01-07_20191217-Episode_22_-_Demystifying_ADnD_Combat_-_Surprise_and_Initiative.mp3

Ep25 (Initiative: Spellcasting, Charging): https://chgowiz-games.etinerra.com/podcast/index.php?name=2024-01-07_20200121-Episode_25_-_ADnD_Combat_Demystified_-_Initiative_for_Spellcasting,_Charging.mp3

Ep30 (Weapon Speed, other bits): https://chgowiz-games.etinerra.com/podcast/index.php?name=2024-01-07_20200303-Podcast_Episode_30_-_Finishing_Up_Demystifying_ADD_Combat.mp3

Cheat sheet for my campaign for AD&D combat: https://drive.google.com/file/d/1buc4Iubou-bH7V1Ud-h_4SkHm9wfm64a/view?pli=1

I’m used to folks thinking at AD&D combat is super confusing when 99% of the time, it’s the outliers that bring in some of the weird/special rules. I enjoy taking folks through these outlier rules to see that it’s not really all that hard.

Some notes for the combat example:

  • **NOT** using weapons vs. AC, as I don’t use it in my campaign.
  • I’m also using Target20, as that is what I use in my campaign.
  • Stats generated against Delta’s NPC stats approach (https://deltasdnd.blogspot.com/2015/05/dungeons-demographics-pt-3.html)
  • I’m also ruling that because the PHB caps dex bonuses at 18, I’m doing same, so dual attacks by Clair would be at -1/0 (secondary/primary)

So let’s meet our combatants!

Tena the Orphan (fighter level 13 hp:68 AC:0(2) Mv:6 chaotic items: potion of super-heroism Target20:+15 Dmg:+3)

S     D  C  W  I  X 
18/59 16 14 15 14 13

Using a broadsword (2d4, lgth: 3 1/2, spd: 5), 2 attacks/round

vs.

Clair (fighter level 9 hp:44 AC:-2(2) Mv:6 lawful items: items: potion of polymorph self Target20:+11 Dmg:+4)

S     D  C  W  I  X 
18/86 19 10 10 16 17

– dual wields daggers (1d4, lgth: 1 1/4, spd: 2), 3 attacks every 2 rounds, for dual weilding, rolls a +10/+11 (secondary/primary) to hit)

Karlene (fighter level 7 hp:44 AC:2 Mv:6 neutral items: items: potion of polymorph self Target20:+9)

S  D  C  W I  X 
15 13 15 9 12 11

Roll one ability 2d4+10, two 2d6+6, others 3d6.
– footman’s mace (1d6+1, lgth: 2 1/2, spd: 7), 3 attacks every 2 rounds

Assume outdoors.

Surprise:
Tena rolls a 2, with her dex of 16, she is surprised for only 1 segment.
Clair/Karlene roll a 3.
Distance of encounter (6d4 – 2 due to the surprise) = 20, so 20″ distance.
However, since none have missile weapons, each side closes to charging distance to fight.

Round 1:
I will rule that each side charges the other, so this will be a fun round of no Dex AC bonuses, ACs at -1, double damage if they hit
I’m also going to rule that Clair would strike her two blows this round (3 every 2 rounds), in my campaign, I let the players decide, my NPCs use it as soon as they can!

Weapon length determines who goes first in a charge, so Tena’s broadsword would strike first. With the multiple attack routines available, following the advice on DMG63, Tena will strike FIRST and THIRD, Clair will strike SECOND and LAST. Karlene will strike before Tena’s 2nd attack.

Tena will strike a random opponent (in a melee), so d6, rolled a 4, Karlene will bear the brunt of the attack with an effective AC of 3 due to the charge! Tena automatically hits, (+15 T20/str, +2 for the charge + 3AC = 20), damage strength bonus of +3 to the 2d4 and it is doubled – rolls a 2,3 – 16 points of damage to Karlene (now at 28/44).

Karlene’s mace is next in length, so she will get to strike back at Tena! Tena’s effective AC is 3 as well, so Karlene needs a 6+ to hit (+9 T20/Str + 2/charge + 3 AC = 12), rolls a 17 HIT, rolls a 1 for damage (BOO!) so Tena takes 4 points of damage (now at 64/68)

Finally, Clair can get into the act! She rolls against Tena’s effective AC of 3, Clair gets a +10/+11, and the +2 for charge so she needs 5+/4+. 20/12! (In my campaign, 20s are automatic hits unless magic is involved in the AC, 1s are automatic misses no matter the bonuses). For damage, each dagger does 1d4+4, doubled. 3+4,2+4, so 14 damage + 12 damage is a whopping 26 points of damage to Tena, now at 38/68. She felt that!

For Tena’s second attack this round, roll a 1 – she attacks Clair and again, she can automatically hit with her Target20+str+charge bonus+Clair’s AC of 3. 2d4+4, doubled, 3,4+4 = 11, doubled to 22. Clair’s AC is dropped by half to 22/44!

Clair’s second attack routine for R1, same need for a 5+/4+. 5, 17 (almost missed the secondary hand strike) and again d4+4, doubled. 2+4=6*2=12, 4+4=8*2=16 – another 28 points of damage! Tena is in trouble at 10/60hp!

With charges over, now we get into the straight melee.

Round 2:
T:4, KC:4 – TIE! So now weapon speed comes into play. (see DMG66)
Clair’s weapon speed is a 2, which is twice as fast as Tena’s! That allows her an extra attack, so she will get two attacks this round! She will also go first (and fourth). (see DMG63)
Tena’s broadsword speed is a 5, she will get second (and fifth, if she survives…)
Karlene’s mace speed is a 7, she will go third.

No more damage doubling.
Clair, needs a 10/11 (T20+9 + Str+2 + AC0) to hit. 1,5! Tena desperately is defending herself and no serious wounds were taken.
Tena, random opponent: roll a 1, Clair. Tena needs a 7+ to hit (T20+13 + Str+2 + AC -2). Tena rolls a 9! Damage of 2d4+3, roll a 1,3 for 7 points. Clair is at 15/44.
Karlene finally gets into the act, needing an 11+ to hit (T20+9 + AC0). Karlene rolls a 7! Tena’s desperate defense continues!
Clair, sensing that she needs to finish this, and taking advantage of the wicked speed of her daggers, presses the attack. Rolls 14,5 and manages to land a blow past Tena’s defenses! 1d4+4=7! Tena is at 3hp!
Tena lands her final blow of this round at Karlene, needing a 3+ to hit (T20+13 + Str+2 + AC3) and she rolls a 1!!!

At this point, I would roll for Tena’s morale, likelihood of surrendering, as she is unlikely to survive with only 3 hp. That dual-wield and double damage from the charge was the difference!

So this combat took far longer to prepare for (with the NPC stats and getting weapon info) plus to type up than it did to actually adjudicate. Weapon length and speed all came into play. But it wasn’t that hard, as you can see!

 

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