[Prev] [Contents] [Next]

Melee Combat

Armed Combat

The combat system used for the convention will be Howard Mahler's percentile combat system, which is based upon the alternate combat system from the original Men and Magic, with the quantized jumps removed. A character of level L attacking armor class AC must roll the following number or less on a D100. ("00" is high and always misses).

Fighters & Fighter/Mages    4 x L + 5 x AC
Scouts in Melee3 x L + 5 x AC
Scouts with Missiles4 x L + 5 x AC
Clerics3 x L + 5 x AC
Mages2 x L + 5 x AC
Monsters4 x HD + 5 x AC + 12

AC for monsters is contained in the monster description used by the GM. AC for player characters depends on the type of armor worn and the type of weapon used; see the weapon list for details. PrinceCon fighter manoeuvres and spells usually list combat modifications as a percentage (+5% or -10%). Magical weapons and armor are usually stated as a modification to AC (+1 or -2) rather than as a percentage.

If a monster is attacking with natural weaponry, such as teeth, claws, etc. use the monster line for his attacks. If a monster is attacking with a weapon treat him as a fighter of Level=Hit Dice and use the fighter table. Certain monsters receive additional bonuses to hit or do damage. A monster of X+Y hit dice hits as an X hit die monster with a Y% bonus. An 80 hit point Iron Golem is treated as a 0+80 HD monster. Dragons are also treated this way. The GM will modify the chance to hit as appropriate. For example:

Give +10% for attacks by surprise.
Give +20% if target is prone, grappled, unaware or ignoring the attack.
Firing missiles into melee is likely to hit the wrong target.
It is almost impossible to draw or cock a bow while under melee attack.

Grappling

All combatants are rated with a grappling value. The chance for a grappling attack to be successful is equal to the grappling value of the attacker minus the grappling value of the defender. One must have both hands free to attempt a grappling attack. If one is hit in the Melee Phase, then one may not make a grappling attack.

A successful grappling attack means that the defender is being held by the attacker and is at a substantial disadvantage. Each round thereafter, the attacker must repeat the attack in order to maintain the hold; however, this attack is at +40%. If such an attack is unsuccessful, the defender has broken free.

While held, the defender may do nothing save attempt to break free and speak. He gains no defensive bonus from dexterity and is at +20% to be hit, but in most cases he may not be automatically killed. The attacker can do nothing except continue to hold the victim; however, if there is a second person, this one may tie up the victim in two melee rounds. In addition, in all rounds after the initial attack, the attacker may choose to inflict d3 points of damage upon the held victim.

Grappling Value
Base Other Modifiers
Monster 5 x HD Strength To Hit Bonus x2
Fighter 6 x Lvl Dexterity To Hit Bonus x1
Scout 5 x Lvl Wearing Plate Mail -20
Cleric 4 x Lvl Wearing Chain Mail -10
Mage 3 x Lvl Defender Only: Has Weapon +30
Other Modifiers Attacker Only: Rear Attack +20
Dwarf/Elf/Hobbit -10 Attacker Only: Surprise Attack +20
Every foot/50# more than mansized +5 Attacker Only: Being grappled by more than one defender -30
Hasted/Slowed +/- 20 More than 2 legs +20
Prone -20
Notes
Casting or stunned opponents count as zero level.
One cannot grapple more than twice the total attacker's weight.

If more than one person is attempting to grapple a defender, they will make a combined attack. Take the best grappling value and then add half of the next best, a third of the third best, etc. The total is the attacking grappling value. The rolls after the first round of successful grappling will be made similarly. Any person attempting to tie up the victim is not included in the sum.

[Prev] [Contents] [Next]


Last Modified on August 29, 1995

ammulder@princeton.edu