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