Wednesday, December 31, 2014

Old School Combat is Broken. STFU!

The Old School D&D Combat System

In most of the forums in which I participate the most common complaint I hear is that the old school combat system is unrealistic and therefore broken.
First of all,nd edition is very abstract. It was designed that way to keep the game flowing and not get bogged down in minutia. When you have 6 players and it takes ten minutes for each player to complete a combat round it becomes tedious and boring for everyone but the most hard core war gamer.
we're talking about a fantasy role playing game that, by its nature is unrealistic. The combat system, from original edition through pre-options books 2

Scale

1 round of combat is equal to 1 minute of game time. A character or monster occupies a battle space of 10' x 10', that's 100 square feet! When melee takes place there is a lot going on over the course of 1 minute. Participants are rushing forward to attack, dodging, parrying, etc. When the to-hit die is rolled it doesn't represent a single attack but the chance of causing some damage to the enemy during that one minute of furious maneuvering. It could be from a single great blow or a series of lightning quick, but minor strikes. This provides a framework in which an imaginative DM can describe the action.

Armor Class

Ascending vs. Descending armor class is another area where I here a lot of words like “broken” tossed around. Why descending armor class at all? To understand this we'd have to go back in time and talk to Gary himself, though I suspect there may be others around to ask. One reason, I believe could be the answer, is demonstrated in Kevin Crawford's1 combat system used in his various RPGs. If you add your d20 roll to your opponent's armor class (descending) and all of your modifiers and it equals 20 or more, you hit. In every edition a character's chance of scoring a hit increases as they gain experience. The rate progression varies from system to system. If you look at the THAC0 (to hit armor class zero) mechanic it's the same principle expressed a different way. Pre-2e editions dispensed with the math and gave the DM a handy chart. Modern games simply state armor class as the base number you need to roll with mods to score a hit. Which is a good way to go as well. There is nothing broken in any of these techniques.  1st edition becomes an issue because at negative AC's you get a series of repeating 20s before the number to hit starts to rise again. 

Hit Points

Many modern gamers often refer to these as life or health points; they are not. They represent your ability to avoid being killed by a successful hit. Think of them as ablative defense. As your character gains experience it does not become harder to hit but it does become harder to kill. Realistically, I don't care how bad ass you are, if someone shoves an eight inch dagger into your abdomen you're going to die without immediate, modern medical attention. That said, the idea that hit points represent physical health is ridiculous.
To summarize, old school combat is not broken and can be very exciting provided the players and DM possess enough imagination to engage in their “theater of the mind”.


Next article: Firing into melee, aka “The Longshanks Maneuver”