Chapter 9: Combat

More Than Just Hack-and-Slash

Definitions

The Attack Roll

Figuring the To-Hit Number

Modifiers to the Attack Roll

Weapon Type vs. Armor Modifiers (Optional Rule)

The Various Types of Weapons

Impossible To-Hit Numbers

Calculating THAC0

Combat and Encounters

The Combat Round

What You Can Do in One Round

The Combat Sequence

Initiative

Standard Initiative Procedure

Initiative Modifiers

Group Initiative (Optional Rule)

Individual Initiative (Optional Rule)

Multiple Attacks and Initiative

Spellcasting and Initiative

Weapon Speed and Initiative (Optional Rule)

Magical Weapon Speeds

Attacking with Two Weapons

Movement in Combat

Movement in Melee

Movement and Missile Combat

Charging an Opponent

Retreat

Attacking Without Killing

Punching and Wrestling

Overbearing

Weapons in Non-Lethal Combat

Non-Lethal Combat and Creatures

Touch Spells and Combat

Missile Weapons in Combat

Range

Rate of Fire

Ability Modifiers in Missile Combat

Firing into a Melee

Taking Cover Against Missile Fire

Grenade-Like Missiles

Types of Grenade-Like Missiles

Special Defenses

Parrying (Optional Rule)

The Saving Throw

Rolling Saving Throws

Saving Throw Priority

Voluntarily Failing Saving Throws

Ability Checks as Saving Throws

Modifying Saving Throws

Magic Resistance

Effects of Magic Resistance

When Magic Resistance Applies

Successful Magic Resistance Rolls

Turning Undead

Evil Priests and Undead

Injury and Death

Wounds

Special Damage

Falling

Paralysis

Energy Drain

Poison

Treating Poison Victims

Healing

Natural Healing

Magical Healing

Herbalism and Healing Proficiencies

Character Death

Death From Poison

Death From Massive Damage

Inescapable Death

Raising the Dead