Analyzing the Combat Example from The Strategic Review #2
Feb 2, 2020 21:33:09 GMT -6
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Post by paleologos on Feb 2, 2020 21:33:09 GMT -6
I was recently going through the Combat Example from The Strategic Review #2, and found it a bit challenging to follow in places. I tried breaking it down, in an attempt to understand it better:
I figured that a bonus to initiative might kick in with dexterity scores of 15 or greater, when fighters get their dodge/parry bonus to AC. The minus to initiative might be with scores of 3 to 6. (Constitution bonuses in Greyhawk are likewise at 15-18, with penalties at 3-6.)
So, why "only 5" Orcs? I think Gygax might have had this table in mind, from Greyhawk, pg 13:
![](https://sites.google.com/site/oddgrimoire/AC%20Matrix.png)
In other words, no orcs are able to attack from behind (although, that implies that up to 8 assailants can attack a single character).
This is such a simple, elegant way to resolve unarmed combat.
This part was fairly straightforward.
10 ORCS surprise a lone Hero wandering lost in the dungeons, but the die check reveals they are 30' distant at the time of surprise, so they use their initiative to close to melee distance. Initiative is now checked. The Hero scores a 3, plus 1 for his high dexterity, so it is counted 4. The Orcs score 6, and even a minus 1 for their lack of dexterity (optional) still allows them first attack. As they outnumber their opponent so heavily it is likely that they will try to over-power him rather than kill, so each hit they score will be counted as attempts to grapple the Hero
I figured that a bonus to initiative might kick in with dexterity scores of 15 or greater, when fighters get their dodge/parry bonus to AC. The minus to initiative might be with scores of 3 to 6. (Constitution bonuses in Greyhawk are likewise at 15-18, with penalties at 3-6.)
- Assumed armor of the Hero: Chainmail & Shield -- AC 4.
- Score required to hit AC 4 -- 15 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they haven't had time to surround.
Assume the following dice scores for the Orcs attacks:
Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
- Score required to hit AC 4 -- 15 (by monsters with 1 hit die).
- Only 5 Orcs can attack, as they haven't had time to surround.
Assume the following dice scores for the Orcs attacks:
Orc #1 - 06; #2 - 10; #3 - 18; #4 - 20; #5 - 03.
So, why "only 5" Orcs? I think Gygax might have had this table in mind, from Greyhawk, pg 13:
![](https://sites.google.com/site/oddgrimoire/AC%20Matrix.png)
In other words, no orcs are able to attack from behind (although, that implies that up to 8 assailants can attack a single character).
Two of the Orcs have grappled the Hero, and if his score with 4 dice is less than their score with 2 dice he has been pinned helplessly. If it is a tie they are struggling, with the Hero still on his feet, but he will be unable to defend himself with his weapon. If the Hero scores higher than the Orcs use the positive difference to throw off his attackers, i.e. the Hero scores 15 and the Orcs scored but 8, so the Hero has tossed both aside, stunning them for 7 turns between them.
This is such a simple, elegant way to resolve unarmed combat.
- Round 2: Initiative goes to the Hero.
- Score required to hit Orcs -- 11 (4th level fighter vs. AC 6).
Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.
Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes damage point and is able to fight.
- All 7 surviving/non-stunned Orcs are now able to attack.
- Score required to hit Orcs -- 11 (4th level fighter vs. AC 6).
Assume the following dice score by the Hero. Note that he is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.
Hero: 19; 01; 16; 09. Two out of four blows struck. There are 8 orcs which can be possibly hit. An 8-sided die is rolled to determine which have been struck. Assume a 3 and an 8 are rolled. Orcs #3 and #8 are diced for to determine their hit points, and they have 3 and 4 points respectively. Orc #3 takes 6 damage points and is killed. Orc #8 takes damage point and is able to fight.
- All 7 surviving/non-stunned Orcs are now able to attack.
This part was fairly straightforward.
Continued attempts to over-power the Hero are assumed, and no less than 4 Orcs are able to attack the Hero from positions where his shield cannot be brought into play, so his AC is there considered 5, and those Orcs which attack from behind add +2 to their hit dice. In the case it is quite likely that the Orcs will capture the Hero.
This was the part I was having difficulty understanding, although if one refers to the table from Greyhawk, above, I'm assuming that 3 of the remaining 7 orcs are attacking the L. Flank, L. Front, and Front positions, and the other 4 are attacking the R. Front, R. Flank, and 2 Rear positions (the latter 2 adding +2 to their hit rolls, rather than their hit "dice", I gather).
Incidentally, that means that 2 of the orcs involved in the initial attack would also have been rolling to hit AC 5, rather than AC 4.