Guerriero4 Δημοσ. 5 Νοεμβρίου 2003 Δημοσ. 5 Νοεμβρίου 2003 Egw pantos arxizo simera to game. Wish me Luck!!!
mphxths Δημοσ. 5 Νοεμβρίου 2003 Δημοσ. 5 Νοεμβρίου 2003 Kalh tuxh filara kai merikes sumboules gia na mhn fas to ksulo tis arkoudas opws egw 1)sthn polh sunantas ena typako psilome8usmeno pou ton proslambaneis...PARTON OPWSDHPOTE..einai 8EOS...tis mises maxes tis katharizei monos tou 2)pare wizard stantar kai cleric...gia ta healings...tha xreiasteis polla healings... 3)opou mporeis kane rest kai mhn ksodeueis potions h' spells Auta...kai edw eimaste....
ilos Δημοσ. 5 Νοεμβρίου 2003 Μέλος Δημοσ. 5 Νοεμβρίου 2003 Στο http://www.gamefaqs.com θα βρείτε αρκετά ενδιαφέροντα... (ctrl-shift-f8 θυμάστε...)
Guerriero4 Δημοσ. 6 Νοεμβρίου 2003 Δημοσ. 6 Νοεμβρίου 2003 To paixnidi an kai finetai oraio, einai poli argo!!! Katebasa ta grafika ktl alla kai pali psilosernmete A nai, ap'oti eida exei kanones poli periergous, px sta opla deixnei 1d8 20x3 ( ti sto kalo einai auto??) Eriksa kai mia matia sto site kai eida oti exei para polla bugs. Krima kai fainotan to epomeno game pou tha poronomoun trella
mphxths Δημοσ. 6 Νοεμβρίου 2003 Δημοσ. 6 Νοεμβρίου 2003 to 1d8 einai to damage pou kanei to oplo sta RPG games kathe h pi8anotita epitixias kathe kinisis kathorizetai apo to riksimo enos zariou kai to ti tha ferei uparxoun polla zaria ..p.x. 100-pleura , 10-pleyra 6-pleura klp to 1d8 shmainei oti otan kaneis epithesi me to sugekrimeno oplo...gia na deis ti damage tha kaneis (efoson katafereis kai ton xtyphseis ton antipalo...gegonos pou stirizetai sto riksimo allou zariou) rixneis ena 8-pleuro zari kai oti ferei (apo 1 ews 8 dhladh) einai to damage tou oplou to 20x3 shmainei oti ...otan rixneis to 20-pleuro zari gia na deis an tha petuxeis ton antipalo (to an tha ton petuxeis exei sxesi me to ti tha fereis sto 20pleuro zari kai ti armor exei o allos) ...opote ama fereis 20 sto 20pleuro...tote thewreitai oti kaneis critical hit ...kai to 20x3 shmainei oti MONO me 20 kaneis CRITICAL HIT kai to damage x3 p.x. ama fereis 20 sto 20pleuro kai 4 sto 8-pleuro...tote tha kaneis damage 4x3 epeidh einai critical hit den kserw an me katalabaineis alla opla lene 19-20x2 pou shmainei oti critical hit kaneis me 19 h' 20 kai diplasiazetai to damage bebaia ta zaria ta rixneis otan paizeis real rpg..ston h/y ta zaria ta rixnei o h/y )
mphxths Δημοσ. 6 Νοεμβρίου 2003 Δημοσ. 6 Νοεμβρίου 2003 Sumbouleutika to AD&D Players Handbook kai ta pragmata exoun ws ekshs Einai genika opws ta eipa prohgoumenws aplws na analusw ligaki to 20zaro Dhladh pws krinetai oti ktypas enan antipalo Yparxei mia ennoia sta RPG to legomeno THACO (To Hit Armor Class 0 ) to opoio oloi oi xarakthres exoun THACO 20 otan einai level 1 kai periodika meiwnetai Poso meiwnetai eksartatai to class tou xarakthra Priest 2/3 Rogue 1/2 Warrior 1/1 Wizard 1/3 Ta noumera eiani decreasing points of thaco / level an p.x. enas xaraktiras exei thaco 17 kai o antipalos exei armor class 10 tote 17-10=7 pou einai to noumero pou prepei na fereis sto 20zaro gia na ktyphseis ton antipalo apo 7 kai panw ton xtypas apo 6 kai katw oxi etsi apla
Guerriero4 Δημοσ. 7 Νοεμβρίου 2003 Δημοσ. 7 Νοεμβρίου 2003 popo, trello kollima i oli fasi!! Kai epitelous katallaba ti paizei me ta opla. Me to armor class, kaluteros einai o warrior, alla an ftaseis level20 ti ginetai? Ginesai god? Mporei na einai 'xazoerotiseis' alla dustixos denexw idea apo AD&D
mphxths Δημοσ. 7 Νοεμβρίου 2003 Δημοσ. 7 Νοεμβρίου 2003 prosekse me....metaferw pali ti leei to AD&D Players Handbook Stin ousia gia na gineis opws les theos sto level 20 prepei na exeis ena armor class tetoio wste na mhn mporei na se ktyphsei kanenas ..auto einai ligo duskolo se PC(Player) pio eukolo se NPC (non player character) apo oti katalabes i diafora thaco-armoclassantipalou ka8orizei ti prpeei na fereis sto 20pleuro zari gia na ton ktyphseis ginetai fanero dhladh oti oso pio mikro thaco exeis toso pio megales pithanotites exeis na ktyphseis kapoion dioti estw oti exeis thaco 11 kai o allos exei armor class p.x. 8 11-17 = 3 dhladh me 3 kai panw sto 20pleuro ton petuxaineis ti ginetai tora otan eisai level 20 kai exeis kai gamw ta armor class ? as poume oti exeis armor class 0 (10armor einai to xeirotero..0 to kalutero gia paixti kai -10 gia nonplayer me magikes panoplies kai istories) pou einai kalo dhladh estw oti o allos pou stin peftei exei thaco 18 18-0 =18 dhladh prepei na ferei 18 kapanw se ktyphsei na tou anoiksei o kolos koinws exei thaco 18 ...p.x. exei long sword +1 ..paei to thaco 17 ..exei kana periergo strength paei 15 ...exei kammia panoplia periergi paei 14..einai se psilotero edafos 13 ....sou erxetai apo pisw 11...opote kataligei to thaco tou na einai 11 kai na thelei 11-0 (thaco tou - armor sou) = 11 gia na se petuxei...pragma pou ginetai dhladh gia na gineis opws to les theos prepei na eisai safws konta sto 20 level 17-20) kai na exeis kala antikeimena..panoplies opla kai loipa....alla kai pali kapoion 8a breis pou tha stin pei...gia auto uparxoun groups...oxi oxi atoma memonomena sta ad&d paixnidia...o kaluteros warrior h' o kaluteros wizard monos tou ...den ta katafernei se oles tis katastaseis.... ama thes na sou steilw to ad&d players handbook na pareis mia idea kai na mpeis stin filosofia pes mou (ta parapanw einai apo to ad&d players handbook 2nd edition-polla mporoun na exoun allaksei idiws sto thema metrisis tou armor class....giati opws to eipa h klimaka einai -10 ews 10 ....me oso pio xamilo toso kalutero armor class..alla vlepw sto game armor class panw apo 10..mporei stous neous kanones na to exoun allaksei...)
ilos Δημοσ. 8 Νοεμβρίου 2003 Μέλος Δημοσ. 8 Νοεμβρίου 2003 LOL σηκώσαν demo πριν το patch... 8) (Μάλλον θα έχει και λιγότερα bugs από το game, Ήμαρτον) :twisted:
Nikos Δημοσ. 8 Νοεμβρίου 2003 Δημοσ. 8 Νοεμβρίου 2003 Ευτυχώς στην Τρίτη έκδοση των κανόνων τα πράγματα με την μάχη είναι πιο απλά. 1> Έχεις έναν αριθμό Armor Class πάντα θετικό πχ 25. To πως βγαίνει αυτό είναι με τον εξής τύπο 10+armor+ natural armor +dexteriry modifier+ αλλα bonus Armor είναι η πανοπλία που έχεις πχ μια full plate δίνει +8 Natural armor έχουν συνήθως τα τερατα π.χ λεπια ή τρίχωμα Dexterity mod είναι ένα νούμερο που δείχνει πόσο επιδέξιος είσαι π.χ αν έχει 10-11 dex τότε ο mod είναι 0 αν έχεις 12-13 είναι +1 κτλ. Βέβαια όσο πιο ογκώδης πανοπλία έχεις τόσο μειώνεται το Bonus αυτό. Έτσι π.χ μια full plate σου επίτρέπει μόνο μέχρι +3 dext mod ακόμα κι αν έχεις +20 ΄(λέμε τώρα ) Τα άλλα bonus προέρχονται από μαγικά κτλ. 2> για να σε κτυπήσει ο άλλος θα πρέπει συνολικά η επίθεση του να είναι 25 ή μεγαλύτερη( όσο και το armor class) 3> Το νούμερο της επίθεσης καποιου βγαίνει ως εξής: d20+base attack+ Strength modifier+ weapon bonus d20 είναι το 20πλευρο ζαρι που έχεις. base attack είναι ένας στανταρ συντελεστής που έχει καθε χαρακτήρας αναλογα με το class του( μεγαλύτερο στον fighter μικρότερο στον wizard όπως καταλαβαίνεις) Το Strength mod βγαίνει όπως το dex mod που είπα πιο πάνω To weapon bonus είναι το +x που έχει το όπλο που κρατά ο χαρακτήρας π.χ +1 4> Αν σε κτυπήσει τότε ρίχνει το ζάρι που αντιστοιχεί στο όπλο που έχει π.χ d8 με τον εξής τύπο: dx+ Strength mod+ weapon bonus+ weapon ability To weapons ability είναι η ικανότητα που έχουν ορισμένα όπλα να κάνουν παραπάνω ζημιά π.χ αν έχουν φλόγες 5> Τώρα κάθε όπλο έχει και μια ιδιότητα του στιλ 19-20X3. Αυτό είναι το critical hit. Δηλαδή αν όταν κάνεις έπίθεση φέρεις 19 ή 20 με το 20πλευρο ζάρι τότε ξαναρίχνεις το ζάρι για επίθεση. Αν κτυπήσεις και πάλι τότε η ζημιά που κάνεις τριπλασιάζεται αλλιώς η επίθεση είναι κανονική. Αν πχ θέλεις 15 να κτυπήσεις τον αντίπαλο Με 19 πρώτη ζαριά και 10 δεύτερη έχεις μόνο απλό κτύπημα Με 19 πρώτη και 16 δεύτερη έχεις critical hit Αυτά τα λίγα. Δεν πιστεύω να έκανα λάθος κάπου αλλά αν ναι παρακαλω διορθώστε με( δεν έχω το βιβλίο μπροστά μου). Νίκος
mphxths Δημοσ. 8 Νοεμβρίου 2003 Δημοσ. 8 Νοεμβρίου 2003 ATTACKS You can move and make a single attack. Making a ranged attack provokes attacks of opportunity from threatening enemies (see below). Attack Roll To score a hit that deals damage on your attack roll, you must roll the target’s Armor Class (AC) or better. Melee Attack Roll: 1d20 + base attack bonus + Strength modifier + size modifier = AC hit Ranged Attack Roll: 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty = AC hit Damage If you score a hit, roll damage and deduct it from the target’s current hit points. Add your Strength modifier to damage from melee and thrown weapons. If you have a Strength penalty (not a bonus), add it to damage from bows and slings (but not crossbows). If you’re using a weapon in your off hand, add half your Strength modifier (if it’s a bonus). If you’re wielding a weapon with both hands, add one and a half times your Strength modifier to the damage (if it’s a bonus). Armor Class (AC) A character’s Armor Class (AC) is the result you need to get on your attack roll to hit that character in combat. Armor Class: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier Hit Points Hit points represent how much damage a character can take before falling unconscious or dying. Attack Options When attacking, you have several basic options: Attack: You can move and make a single attack, or attack and move. Charge: When making a charge, you move in a straight line for up to double your speed and then make one attack with a +2 charge bonus on the attack roll. You suffer a –2 charge penalty to your AC until your next action. Full Attack: Some characters can strike more than once each melee round, but only when making a full attack. Other than taking a 5-foot step, you can’t move when you make a full attack. SPELLS You can move and cast a single 1-action spell. Casting a spell provokes attacks of opportunity from threatening enemies (see below). SAVING THROWS When you are subject to an unusual or magical attack, you generally get a saving throw to negate or reduce its effect. To succeed at a saving throw, you roll a result equal to or higher than its Difficulty Class. Saving throws come in three kinds: Fortitude, Reflex, and Will. Fortitude Saving Throw: 1d20 + base save bonus + Constitution modifier Reflex Saving Throw: 1d20 + base save bonus + Dexterity modifier Will Saving Throw: 1d20 + base save bonus + Wisdom modifier MOVEMENT Each character has a speed measured in feet. You can move that distance as well as attack or cast a 1-action spell, and you can move before or after attacking or casting. You can also make a double move, which lets you move double your speed, or a run, which lets you move quadruple your speed. When you move in or away from an area that an enemy threatens, you provoke an attack of opportunity (see below) from that enemy. Exceptions to these conditions for attacks of opportunity due to moving in or away from a threatened area include the following: •If all that you do is move (but not run) during your turn, the space (generally about 5 feet across) that you start out in is not considered threatened, and therefore enemies do not get attacks of opportunity for you moving from that space. If you move into another threatened space, however, enemies get attacks of opportunity for you leaving it. •If your entire move for the round is 5 feet (a 5-foot step), enemies do not get attacks of opportunity for you moving. ATTACKS OF OPPORTUNITY You threaten the area next to you, even when it’s not your action. An enemy that takes certain actions while in a threatened area provokes an attack of opportunity from you. An attack of opportunity is a single attack, and you can only make one per round. Actions that provoke attacks of opportunity include moving (except as noted above in the Movement section), casting a spell, and attacking with a ranged weapon.
mphxths Δημοσ. 8 Νοεμβρίου 2003 Δημοσ. 8 Νοεμβρίου 2003 DEATH, DYING, AND HEALING Your hit points represent how much damage you can take before being disabled, knocked unconscious, or killed. 0 Hit Points: If your hit points drop to 0, you are disabled. You can only take partial actions, and you take 1 point of damage after completing an action. –1 to –9 Hit Points: If your hit points drop to from –1 to –9 hit points, you’re unconscious and dying, and you lose 1 hit point per round. Each round, before losing that hit point, you have a 10% chance to stabilize. While stabilized, you’re still unconscious. Each hour you have a 10% chance to regain consciousness, and if you don’t, you lose 1 hit point instead. –10 Hit Points: If your hit points fall to –10 or below, you’re dead. Healing: You can stop a dying character’s loss of hit points with a successful Heal check (DC 15) or with even 1 point of magical healing. If healing raises a character’s hit points to 1 or more, he can resume acting as normal. MINIATURES When you use miniatures to keep track of where the characters and monsters are, use a scale of 1 inch = 5 feet. any adventurers earn their reputations and their wealth by defeating horrible monsters in combat. Opportunities for battle abound for those who are not held back by fear or good sense. Undead creatures lurk in ancient crypts, displacer beasts hole up in haunted ruins, and hordes of scaly troglodytes make their homes deep in dark caverns. While more mundane villains, such as goblin bandits, use spears and swords, the more exotic creatures wield an array of extraordinary weapons against adventurers, from the troglodytes’ stench to the dragon’s deadly breath. This chapter details the combat rules, starting with an example, then covering the basics, and finally some of the more unusual combat strategies that characters can employ. Many special abilities and forms of damage that affect combat are also covered in the DUNGEON MASTER’s Guide. This extended example of combat demonstrates the most commonly used combat rules. SETUP Tordek, the dwarven fighter; Mialee, the elven wizard; Jozan, the human cleric of Pelor; and Lidda, the halfling rogue, are in a 10-foot-wide dungeon corridor at a door. Tordek is making Strength checks to try to break it down. The DM asks the players to tell him where their characters are. Tordek is in front of the door. Lidda and Jozan are to either side of it, and Mialee is behind Jozan. The players are playing with miniatures, so they arrange their miniatures in a line: Lidda, Tordek, Jozan, and Mialee. The DM looks at his notes, rolls some dice, and determines that a gang of four orc marauders has arrived, having heard Tordek banging against the door. The orcs have come around the corner at a T-shaped intersection at the end of the corridor. They’re 50 feet away from the door, so they’re 40 feet away from Mialee, 45 feet away from Jozan, 50 feet away from Tordek, and 55 feet away from Lidda. The orcs know that the adventurers are there. The DM needs to know who among the adventurers is aware of the orcs. Those who are caught unaware will be surprised. The DM asks each player to make a Listen check (DC 9). Jozan and Lidda succeed. Tordek and Mialee fail. SURPRISE ROUND During the surprise round, only the characters who are aware of their enemies can act, and each takes only a partial action. The orcs, Jozan, and Lidda all act during the surprise round. The DM asks Jozan’s and Lidda’s players to make initiative checks. Jozan’s initiative modifier is –1 (the same as his Dexterity penalty). Lidda’s is +7 (+3 for her Dexterity bonus and +4 for her Improved Initiative). They get 7 and 19 as their initiative results. The DM rolls for all four orcs (+0) and gets a result of 11. The order of battle during the surprise round is Lidda first, followed by the orcs, followed by Jozan. The DM calls on Lidda’s player. Lidda recognizes the bloody eye symbols painted on the orcs’ shields: The symbol identifies them as marauders. She steps to one side to get a clear line of sight past her friends and shoots a crossbow bolt at one of the orcs. Lidda’s attack bonus with a crossbow is +4 (+0 base attack bonus, +3 Dexterity bonus, +1 size bonus). The orc is 55 feet away, well under the light crossbow’s range increment of 80 feet. Lidda therefore suffers no range penalty. Even though the orc is flat-footed, Lidda can’t sneak attack it because it is more than 30 feet away. Lidda’s player rolls a 17 for an attack result of 21, well over the orc’s AC of 16. She rolls 1d8 for damage and gets a 3. The orcs have 4 hit points each, so the wounded orc has 1 hit point left. “He staggers,” says the DM, “but he doesn’t fall.” Then it is the orcs’ turn. Two orcs have javelins, and they throw them. The DM decides that the two javelins head toward Mialee, 40 feet away. Javelins have a range increment of 30 feet. The targets are located more than one range increment and less than two range increments away, for a range penalty of –2. So, the orcs have a –2 attack penalty with their javelins (+0 base attack bonus, +0 Dexterity bonus, +0 size bonus, –2 range penalty). Mialee’s AC is usually 13 (due to a +3 Dexterity bonus), but she can’t use her Dexterity bonus while she’s flat-footed, so her AC right now is 10. Rolling for the orcs, the DM gets an 18 and a 13 for results of 16 and 11. That means both javelins aimed at her hit. The orcs deal 1d6+2 points of damage with their javelins (1d6 for the javelin, +2 Strength bonus), so the DM rolls 2d6+4 and gets a result of 12 points of damage. Mialee is knocked from 7 hit points to –5. She falls to the stone floor, unconscious and dying. Then Jozan takes his action. He is next to Mialee already. He reaches down and casts cure minor wounds on her. Her hit points rise to –4, and she is no longer dying. (If he had not cured her, she would probably have lost another hit point at the end of the round.) With that, the surprise round ends. FIRST REGULAR ROUND The DM asks Tordek’s player to make an initiative check because he’s the only conscious character who hasn’t done so. He gets a 14, so he goes after Lidda and before the orcs. The order of battle is: Lidda, Tordek, orcs, Jozan. (Mialee is unconscious and can’t take an action.) On her turn, Lidda fires another crossbow bolt, but she misses. She drops her crossbow and switches to her short sword (rather than reloading her crossbow). Then Tordek moves 15 feet to get between the orcs and Mialee. (The orcs are 50 feet away from him, too far for him to reach them and attack, even with a charge.) The corridor is too wide (10 feet) for him to keep the orcs from getting past him, but he will at least get an attack of opportunity on any single orc that tries it. On their action, the orcs are 35 feet away from Tordek. That’s within charging range. (They can charge 40 feet.) The two orcs with battleaxes in hand charge and attack. In a 10-foot-wide corridor, only two can fight side by side. The other two in the back ready their axes and wait to get in. One orc could try to move past Tordek so another orc could get at him, but then Tordek would get an attack of opportunity on the first orc. The orcs have a +4 attack bonus on their attack rolls with their battleaxes (+0 base attack bonus, +2 Strength bonus, +2 charge bonus). Tordek’s AC is 17 (+4 armor bonus, +2 shield bonus, +1 Dexterity bonus), and neither charging orc hits him. “Their battleaxes clang against your shield and armor,” says the DM, “and you can feel the strength behind their blows, but you’re not hurt.” Jozan casts cure light wounds (his 1st-level domain spell) on Mialee. That spell restores 1d8+2 hit points to Mialee, but Jozan’s player rolls a 1 for a result of only 3 hit points cured. Mialee’s hit points rise to –1, but that’s not enough to get her back on her feet. SECOND REGULAR ROUND Lidda steps in next to Tordek and thrusts with her short sword at the orc she wounded with the crossbow bolt. Her attack bonus is +0, and she misses even though the orc’s AC is penalized by –2 because he charged in the previous round. Tordek swings his dwarven waraxe at the orc in front of him. His attack bonus is +4 (+1 base attack bonus, +2 Strength bonus, +1 Weapon Focus bonus). He hits the orc (whose AC is also penalized) and deals 2d4+2 points of damage. His total is 7, which is enough to take the orc out. Another orc marauder steps over the body of his fallen comrade and swings his battleaxe at Tordek. He hits and deals 1d8+2 points of damage (1d8 for a battleaxe, +2 Strength bonus). Tordek sustains 7 points of damage, and his hit points drop to 6. He’s now hurt badly enough that one more hit could easily drop him. The orc that Lidda tried to stab curses her for hitting him with a crossbow bolt, swings his battleaxe at her, misses, and curses again. Jozan, worried that the team could lose its fighter, drops her prepared bless spell to spontaneously cast cure light wounds on Tordek. Jozan’s player rolls a 7, for a result of 8 hit points cured. Tordek is now healed back to his original 13 hit points (he only needed 7 of the 8 points of curing). THIRD REGULAR ROUND Lidda moves back away from the orc to let Jozan step in. Since Lidda is taking a double move (doing nothing but moving), and since she moves directly away from the orcs, the orcs don’t get to make attacks of opportunity against her. Tordek’s player rolls a natural 20 on his attack roll. That’s a threat (a possible critical hit). He makes a critical roll (1d20 + his total attack bonus), and the result is 17. Since that would hit the orc, Tordek’s hit is a critical hit. Dwarven waraxes deal 1d10 points of damage on a normal hit and ¥3 damage on critical hits, so Tordek’s player rolls 3d10. He gets a result of 19 points of damage, which is more than enough to kill the orc instantly. The last orc steps in to attack Tordek. He swings and misses. The orc that had been attacking Lidda also attacks Tordek and misses. Jozan steps in next to Tordek with his heavy mace, hits the orc that Lidda had wounded, and downs it. Now only one orc is left, and he’s 10 feet away from Tordek and Jozan. FOURTH REGULAR ROUND Lidda darts between Tordek and Jozan and swings at the orc, but she misses. Tordek moves up and swings but also misses. The orc takes a double move and moves 25 feet back to the T-shaped intersection and 15 feet around the corner. Since this action involved only movement and the orc moved away from Tordek and Lidda without entering another area threatened by them, they do not get attacks of opportunity against him. Jozan and Lidda each can run as fast as the orc. They might be able to catch him. But Tordek can’t keep up, and Mialee is still unconscious, so they let him go.
mphxths Δημοσ. 8 Νοεμβρίου 2003 Δημοσ. 8 Νοεμβρίου 2003 As seen in the example, combat is cyclical. (Everybody acts in turn in a regular cycle.) Generally, combat runs in the following way: 1. Each combatant starts the battle flat-footed. Once a combatant acts, she or he is no longer flat-footed. 2. The DM determines which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a partial action during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round. 4. Combatants act in initiative order. 5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends. COMBAT STATISTICS Several fundamental statistics determine how well you do in combat. This section summarizes these statistics, and the following sections detail how to use them. ATTACK ROLL When you make an attack roll, you roll a d20 and add your attack bonus. If your result equals the target’s AC or better, you hit and deal damage. Lots of modifiers affect the attack roll, such as a +1 bonus if you have Weapon Focus with that weapon, a +1 bonus if you’re using a masterwork weapon, a +1 morale bonus if you’re the recipient of a bless spell, a +2 bonus if your opponent is stunned, and so forth. ATTACK BONUS Your attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier With a ranged weapon, your attack bonus is: Base attack bonus + Dexterity modifier + size modifier + range penalty Strength Modifier: Strength helps you swing a weapon harder and faster, so your Strength modifier applies to melee attack rolls. Dexterity Modifier: Since Dexterity measures coordination and steadiness, your Dexterity modifier applies to attacks with ranged weapons. Size Modifier: The smaller you are, the bigger other creatures are relative to you. A human is a big target to a halfling, just as an ogre is a big target to a human. Since this same size modifier applies to AC, two creatures of the same size strike each other normally, regardless of what size they actually are. Size modifiers are as follows: Colossal –8, Gargantuan –4, Huge –2, Large –1, Medium-size +0, Small +1, Tiny +2, Diminutive +4, Fine +8. Range Penalty: The range penalty with a ranged weapon depends on what weapon you’re using and how far away the target is. All ranged weapons have a range increment, such as 10 feet for a thrown dagger or 120 feet for a heavy crossbow (see Table 7–4: Weapons, pages 98–99). Any attack from a distance of less than one range increment is not penalized for range, so an arrow from a shortbow (range increment 60 feet) can strike at enemies up to 59 feet away with no penalty. However, each full range increment causes a cumulative –2 penalty to the attack roll. A shortbow archer firing at a target 200 feet away suffers a –6 attack penalty (because 200 feet is at least three range increments but not four increments). Thrown weapons, such as throwing axes, have a maximum range of five range increments. Projectile weapons, such as bows, can shoot up to ten increments. DAMAGE When you hit with a weapon, you deal damage according to the type of weapon (see Table 7–4: Weapons, pages 98– 99). Unarmed strikes and the natural physical attack forms of creatures are considered to deal weapon damage for the purposes of effects that give you a bonus to weapon damage. Minimum Weapon Damage: If penalties to damage bring the damage result below 1, a hit still deals 1 point of damage. Strength Bonus: When you hit with a weapon, you also add your Strength modifier to damage with melee and thrown weapons. If you have a Strength penalty (not a bonus), apply it to damage you deal with bows and slings. Apply neither a Strength bonus nor a Strength penalty to damage from a crossbow. If you have a Strength bonus (not a penalty), you sometimes add more than or less than the bonus: Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only one-half of your Strength bonus. Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add one and one half times your Strength bonus. Light weapons don’t get this higher Strength bonus when used twohanded (see Tiny, Small, Medium-size, and Large Weapons, page 96). Multiplying Damage: Sometimes you multiply damage by some factor, such as when you score a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage (see Multiplying, page 275). Exception: Bonus damage represented as extra dice, such as from a sneak attack or a flaming sword, is not multiplied when you score a critical hit. For example, Krusk the half-orc barbarian gets a +3 bonus to damage when using a longsword, a +4 bonus to damage when using a greataxe (two-handed), and a +1 bonus to damage when using a weapon in his off hand. His critical multiplier with a greataxe is ¥3, so if he scored a critical hit, he would roll 1d12+4 points of damage three times (the same as rolling 3d12+12). Ability Score Damage: Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score). The DUNGEON MASTER’s Guide has details on ability damage. ARMOR CLASS (AC) Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. The average, unarmored peasant has an AC of 10. Your AC is is equal to the following: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier Armor and Shield Bonuses: Your armor and shield each provide a bonus to your AC. This bonus represents their ability to protect you from blows. Dexterity Modifier: If your Dexterity is high, you are particularly adept at dodging blows. If your Dexterity is low, you are particularly inept at it. That’s why you apply your Dexterity modifier to your AC. Note that armor limits your Dexterity bonus, so if you’re wearing armor you might not be able to apply your whole Dexterity bonus to your AC (see Table 7–5: Armor, page 104). Sometimes you can’t use your Dexterity bonus (if you have one). The AC bonus you get for a high Dexterity represents your ability to dodge incoming attacks. If you can’t react to a blow, you can’t use your Dexterity bonus on AC. (If you don’t have a Dexterity bonus, nothing happens.) You lose your Dexterity bonus when, for example, an invisible opponent attacks you, you’re hanging on for dear life to the face of a crumbling cliff high above a river of lava, or you’re caught flat-footed at the beginning of a combat. Size Modifier: The bigger a creature is, the easier it is to hit in combat. The smaller it is, the harder it is to hit. Since this same modifier applies to attack rolls, a halfling, for example, doesn’t have a hard time hitting another halfling. Size modifiers are as follows: Colossal –8, Gargantuan –4, Huge –2, Large –1, Medium-size +0, Small +1, Tiny +2, Diminutive +4, Fine +8. Other Modifiers: Many other factors add to your AC: Dodge Feat: The Dodge feat (page 81) improves your AC by +1 against a single opponent. Enhancement Bonuses: Enhancement effects make your armor better (+1 chainmail, +2 large shield, etc.). Deflection Bonus: Magical deflection effects ward off attacks and improve your AC. Natural Armor: Natural armor improves your AC. (Members of the common races don’t have natural armor, which usually consists of scales, fur, or layers of huge muscles. You might get natural armor from a magic item or from the druid spell barkskin.) Dodge Bonuses: Some other AC bonuses represent actively avoiding blows, such as the dwarf’s AC bonus against giants or the AC bonus for fighting defensively. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other. A dwarf’s +4 AC bonus against giants and his +2 AC bonus for fighting defensively combine to give him a +6 bonus. Touch Attacks: Some attacks disregard armor, including shields and natural armor. For example, a wizard’s touch with a shocking grasp spell hurts you regardless of what armor you’re wearing or how thick your skin happens to be. In these cases, the attacker makes a touch attack roll (either a ranged touch attack roll or a melee touch attack roll). The attacker makes her attack roll as normal, but your AC does not include any armor bonus, shield bonus, or natural armor bonus. Your size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally. For example, if a sorcerer tries to touch Tordek with a shocking grasp spell, Tordek gets his +1 Dexterity bonus, but not his +4 armor bonus for his scale mail or his +2 shield bonus for his large wooden shield. His AC is only 11 against a touch attack. HIT POINTS Your hit points tell you how much punishment you can take before dropping. Your hit points are based on your class and level and are modified by your Constitution modifier. Most monsters’ hit points are based on their type, though some monsters have class and level, too. (Watch out for the medusa sorcerers.) When your hit point total reaches 0, you’re disabled. When it reaches –1, you’re dying. When it gets to –10, your problems are over—you’re dead (see Injury and Death, page 127). SPEED Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing. Dwarves, gnomes, and halflings move 20 feet, or 15 feet when wearing medium or heavy armor. Humans, elves, half-elves, and half-orcs move 30 feet, or 20 feet when wearing medium or heavy armor. If you take a double move action in a round, you can move up to double your normal speed. If you run all out, you can move up to quadruple your normal speed (or triple if you are in heavy armor). SAVING THROWS As an adventurer, you have more to worry about than taking damage. You also have to face the petrifying gaze of the medusa, the wyvern’s lethal venom, and the harpy’s compelling song. Luckily, a tough adventurer can survive these threats, too. Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw bonus is: Base save bonus + ability modifier Saving Throw Types: The three different kinds of saving throws are these: Fortitude: These saves measure your ability to stand up to massive physical punishment or attacks against your vitality and health such as poison, paralysis, and magic that causes instant death. Apply your Constitution modifier to your Fortitude saving throws. Fortitude saves can be made against attacks or effects such as poison, disease, paralysis, petrification, energy drain, destruction, and disintegrate. Reflex: These saves test your ability to dodge massive attacks such as a wizard’s fireball or the lethal breath of a dragon. Apply your Dexterity modifier to your Reflex saving throws. Reflex saves can be made against attacks or effects such as pit traps, catching on fire, fireball, lightning bolt, and red dragon breath. Will: These saves reflect your resistance to mental influence and domination as well as many magical effects. Apply your Wisdom modifier to your Will saving throws. Will saves can be made against attacks or effects such as charm person, hold person, polymotph other, and most illusion spells. Saving Throw Difficulty Class: The DC for a save is determined by the attack itself. Two examples: A Medium-size monstrous centipede’s poison allows a Fortitude save against DC 11. An ancient red dragon’s fiery breath allows a Reflex save against DC 35. Each round, each combatant gets to do something. The combatants’ initiative checks determine the order in which they act, from highest to lowest. As adventurers say, “Striking first is good, but striking last is better.” Initiative Checks: At the start of a battle, each combatant makes a single initiative check. An initiative check is a Dexterity check. The DM finds out what order characters are acting in, counting down from highest result to lowest, and each character acts in turn, with the check applying to all rounds of the combat (unless a character takes an action that results in her initiative changing; see Special Initiative Actions, page 133). Usually, the DM writes the names of the characters down in initiative order so that on subsequent rounds he can move quickly from one character to the next. If two or more combatants have the same initiative check result, the combatants who are tied go in order of Dexterity (highest first). If there is still a tie, flip a coin. Monster Initiative: Typically, the DM makes a single initiative check for the monsters. That way, each player gets a turn each round and the DM also gets one turn. At the DM’s option, however, he can make separate initiative checks for different groups of monsters or even for individual creatures. For instance, the DM may make one initiative check for an evil cleric of Nerull and another check for all seven of her zombie guards. Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. (This fact can be very bad for you if you’re attacked by rogues.) Barbarians’ and rogues’ uncanny dodge extraordinary ability allows them to avoid losing their Dexterity bonus to AC due to being flat-footed. A flat-footed character can’t make attacks of opportunity. SURPRISE When a combat starts, if you were not aware of your enemies and they were aware of you, you’re surprised. How Surprise Works Lidda is “footpaddin’ ” 40 feet in advance of her companions as they walk down a dungeon corridor. She hears something coming her group’s way from around a corner ahead of her, and her companions don’t hear it. Before she can raise a hand to signal her companions, a troll comes around the corner. The troll and Lidda’s friends are surprised, but Lidda is not. She gets a free partial action before anyone else can do anything, and she lets loose a bolt from her light crossbow. Since the troll is surprised, it does not get its +2 Dexterity bonus to AC. Lidda’s bolt strikes home. Because the monster was denied its Dexterity bonus to AC and the troll is within 30 feet of her, Lidda’s sneak attack ability kicks in. She rolls 1d8+1d6 for damage instead of just 1d8, and deals 11 points of damage on the troll. With that, the surprise round ends and the first regular round begins. If Lidda’s initiative result is better than the troll’s, she gets to act again before it does (and it will still be flat-footed). Awareness and Surprise Sometimes all the combatants on a side are aware of the enemies, sometimes none are, sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware. Determining Awareness: The DM determines who is aware of whom at the start of a battle. She may call for Listen checks, Spot checks, or other checks to see how aware the PCs are of the enemy. Some example situations: • The party (including Tordek, a fighter, and Jozan, a cleric, clanging along in metal armor) comes to a door in a dungeon. The DM knows that the displacer beasts on the other side of the door hear the party. Lidda listens at the door, hears guttural snarling, and tells the rest of the party about it. Tordek breaks the door open. Both sides are aware; neither is surprised. The characters and displacer beasts make initiative checks, and the battle begins. • The party is exploring a ruined armory, looking through the rusted weapons for anything of value. Kobolds lurking in hiding places are waiting for the right time to strike. Jozan spots one of the kobolds, and the kobolds let out a shriek and charge. The kobolds and Jozan each get a partial action during the surprise round. Kobolds that are close enough can charge adventurers and attack them. Others can move to try to put themselves in advantageous positions or shoot arrows at the flat-footed party members. Jozan can cast a spell, attack, or take some other action. After the surprise round, the first regular round begins. • The party is advancing down a dark corridor, using light spells to light the way. At the end of the corridor is a kobold sorcerer who does not want to be disturbed, and she angrily casts a lightning bolt. That’s the surprise round. After the lightning bolt, the first regular round begins, and the party is in a tough spot, since they still can’t see who attacked them. The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a partial action during the surprise round (see Partial Actions, page 127). If no one or everyone is surprised, a surprise round does not occur.
mphxths Δημοσ. 8 Νοεμβρίου 2003 Δημοσ. 8 Νοεμβρίου 2003 Sorry an sas kourasa paidia...ta parapanw einai kateutheian apo to AD&D Players Handbook 3rd edition gia opoion endiaferetai na dei ti ginetai stis maxes....exei kai alla ...alla arketa eipa...
ilos Δημοσ. 9 Νοεμβρίου 2003 Μέλος Δημοσ. 9 Νοεμβρίου 2003 Χαρά στο κουράγιο σου mphxths, θα μπορούσες (για να γλιτώσεις και πιθανά καντήλια απο τους banmen) να έβαζες το link για το AD&D players handbook το οποίο υπάρχει και στην επίσημη σελίδα του παιχνιδιού, http://www.greyhawkgame.com
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