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46d528a4 MW |
1 | \documentclass{tables} |
2 | ||
3 | \begin{document} | |
4 | ||
5 | \sect{Combat} | |
6 | ||
7 | \begin{set} | |
8 | \begin{order*}{To derive to-hit value from AC and THAC0} | |
9 | \item The basic to-hit is $H = \textrm{THAC0} - \textrm{AC}$. \\ | |
10 | \item If $H < 2$, add up to 4. \\ | |
11 | \item If $H > 20$, subtract up to 4. \\ | |
12 | \item If $H > 30$ still, subtract up to 4 again; etc. \\ | |
13 | \item Conversely, if $H < -10$, add up to 4, etc. \\ | |
14 | \item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\ | |
15 | \end{order*} | |
16 | \rowgap | |
17 | \begin{tabular}{\shade cccccMr} \hlx*{hv} | |
18 | \tt{Hit table} \\ | |
19 | \multicolumn{4}{c}{\th{Class/level}} & \th{Monster} & \\ | |
20 | \th{M-U} & \th{C/T} & \th{F} & \th{D-H} & \th{HD} & \th{THAC0}\\\hlx{vhv} | |
21 | \multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+} | |
22 | 1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+} | |
23 | & & & & 1+ to 2 & 18 \\ \hlx{+} | |
24 | 6--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+} | |
25 | & & & & 3+ to 4 & 16 \\ \hlx{+} | |
26 | 11--15 & 9--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+} | |
27 | & & & B & 5+ to 6 & 14 \\ \hlx{+} | |
28 | 16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+} | |
29 | & & & D & 7+ to 8 & 12 \\ \hlx{+} | |
30 | 21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+} | |
31 | & & & F & 9+ to 11 & 10 \\ \hlx{+} | |
32 | 26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+} | |
33 | & & & H & 13+ to 15 & 8 \\ \hlx{+} | |
34 | 31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+} | |
35 | & & & J & 17+ to 19 & 6 \\ \hlx{+} | |
36 | 36 & 29--32 & 22--24 & K & 19+ to 21 & 5 \\ \hlx{+} | |
37 | & & & L & 21+ to 23 & 4 \\ \hlx{+} | |
38 | & 33--36 & 25--27 & M & 23+ to 25 & 3 \\ \hlx{+} | |
39 | & & & & 25+ to 27 & 2 \\ \hlx{+} | |
40 | & & 28--30 & & 27+ to 29 & 1 \\ \hlx{+} | |
41 | & & & & 29+ to 31 & 0 \\ \hlx{+} | |
42 | & & 31--33 & & 31+ to 33 & -1 \\ \hlx{+} | |
43 | & & & & 33+ to 35 & -2 \\ \hlx{+} | |
44 | & & 34--36 & & 35+ up & -3 \\ \hlx{vh} | |
45 | \end{tabular} | |
46 | \line | |
47 | \begin{order*}{Striking} | |
48 | \item Attacker must be at least half size of defender. \\ | |
49 | \item Damage is $1 + \delta S$ (or $0$ if pulled). \\ | |
50 | \item Stunned if $t = \dice{1d20} - C' > 0$. (Monster $C = 2\times | |
51 | \mathrm{HD}$.) \\ | |
52 | \item If stunned, SvDR $+4 - \delta S$ or knocked out for $t$ rounds. \\ | |
53 | \item \emph{Haymaker}: Lose initiative, $-5$ to hit: $-4$ on SvDR, and no | |
54 | size limit. \\ | |
55 | \end{order*} | |
56 | \line | |
57 | \begin{order*}{Wrestling} | |
58 | \item Wrestling rating $w = \lceil L/2 \rceil + \delta S + \delta D + | |
59 | \textrm{basic AC}$. \\ | |
60 | \item Monster $w = 2 \times \mathrm{HD} + \textrm{basic AC}$. \\ | |
61 | \item Multiple wrestlers: $+1$/$+5$ for each with less/more than | |
62 | $\tfrac{1}{2}$ HD. \\ | |
63 | \item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to | |
64 | \textrm{pin}$. \\ | |
65 | \item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more) \\ | |
66 | \end{order*} | |
67 | \end{set} | |
68 | ||
69 | \begin{set} | |
70 | \begin{tabular}{\shade lMr} \hlx*{hv} | |
71 | \tt{Range adjustments} \\ | |
72 | \th{Range} & \th{Adj} \\ \hlx{vhv} | |
73 | Short & +1 \\ \hlx{+} | |
74 | Medium & 0 \\ \hlx{+} | |
75 | Long & -1 \\ \hlx*{vh} | |
76 | \end{tabular} | |
77 | \rowgap | |
78 | \begin{tabular}{\shade lMrMr} \hlx*{hv} | |
79 | \tt{Cover adjustments} \\ | |
80 | \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv} | |
81 | None & 0 & 0 \\ \hlx{+} | |
82 | Quarter & -1 & -2 \\ \hlx{+} | |
83 | Half & -2 & -4 \\ \hlx{+} | |
84 | Three-quarters & -3 & -6 \\ \hlx{+} | |
85 | Full & -4 & \hbox{---} \\ \hlx*{vh} | |
86 | \end{tabular} | |
87 | \end{set} | |
88 | ||
89 | \end{document} | |
90 | ||
91 | %%% Local Variables: | |
92 | %%% mode: latex | |
93 | %%% TeX-master: t | |
94 | %%% End: |