INTERACTIONS, ENCOUNTERS, AND COMBAT


Interactions & Encouters
Any number of interactions between Player Characters (PCs) and Non-player Characters (NPCs) and their environment can take place in AD&D 1E and OSRIC, and these are not just limited to combat. Negotiations, discussions, celebrations, and all manner of communication can be easy adjudicated within the rules. Combat actions such as charging an enemy, setting to receive a charge, attempting to infiltrate and attack with surprise, flanking and encircling, as well as frontal assault are all well within the scope of the existing ruleset.

Inititiative
In all combat situations, and in some non-combat scenarios. it is important to determine which group or individual gets to act before others do. The means to do this in both OSRIC and AD&D 1E is via opposing d6 rolls. The group that achieves the highest roll goes first in the round with thier actions. This is known as Group Initiative, and both OSRIC and AD&D 1E explain it in detail.

To-Hit Armor Class Zero (THAC0)
Determine your character's To-Hit Armor Class "0" (THAC0) from the appropriate table in either OSRIC 2.2 or the DMG 1E for each weapon in which the character is proficient. THAC0 allows you to estimate your opponents' Armor Classes based on which of your hits succeed and which ones miss.

The relation between the character's THAC0, the opponent's Armor Class (AC), and the character's chance of hitting the opponent follows this relationship:

['To-Hit' needed to strike the opponent] = [d20 Roll + Attack Bonuses] = [PC's THAC0] - [Opponent's AC]

'THAC0' is found within tables in the rules, and is based on the level and class of the PC. 'To-Hit' is determined by the d20 roll of the player for the PC, adding in strength, magic, or any other bonuses the PC possesses in combat. As an example, consider a 1st Level fighter who has a THAC0 of 20. This means the fighter would have to roll a "20" on a d20 fighting an opponent with AC = 0.

We can show this using the above formula:

To-Hit = THAC0 - AC

To-Hit = 20 - 0

To-Hit = 20.

So, "20" is needed to hit the opponent.

As the opponent's AC is reduced -- that is, the value of the opponent's AC becomes more positive -- it becomes easier for the fighter to hit the opponent.

Now, consider the fighter is meeting another opponent dressed in normal chain mail, having an AC = 5.

Using our formula, we have:

To-Hit = THAC0 - AC

To-Hit = 20 - 5

To-Hit = 15.

In this case, the fighter needs a "15" or better to hit the opponent wearing chain mail.

Finally, consider the case of a 1st level fighter with 18/79 STR (+2 to-hit), wielding a +2 sword against another fighter who is dressed out in Chain Mail +1 with a +2 Shield.
The opponent has a normal AC of 4 (chain and shield) with +3 total AC bonuses, making his frontal AC = 4 - 3 = 1.
The fighter possesses a magic sword and a strength bonus, so will add a total of +4 in bonuses to his attack.

Using the formula, this time substituting 'd20 roll + attack bonuses' for 'To-hit', we have:

d20 Roll + Attack Bonuses = THAC0 - AC

Re-wrting the formula, we have the relationship:

d20 Roll = THAC0 - AC - Attack Bonuses

d20 Roll = 20 - (4 - 3) - (+4)

d20 Roll = 20 - 1 - 4

d20 Roll = 15.

Again, the fighter needs a "15" or greater on the d20 to hit the opponent.

More about THAC0 during the sample play session. For now, fill out the THAC0 value for each weapon on your character sheet with the value that corresponds to your character's level.

The Combat Sequence
If your encounter does not lean toward a peaceable discussion, then combat is likely in order. Prior to combat, suprise is typically rolled for one or more parites. If none of the parties was expecting the other, both sides roll a d6. Rolls of 1 and 2 indicate surprise, while rolls of 3 though 6 show no surprise. If one party is waiting for the other, such as in an ambush, they are not surprised, but will roll a d6 to see if they gain any segments of free attacks upon the surprised group. Up to 3 segments of free attacks are possible, and each segment lets the opposing side launch missile attacks once, and open melee in each of the segments without the opponent retaliating.

In short, for both OSRIC and AD&D 1E, the combat sequence runs as follows for the round:
Combat Encounter Sequence (AD&D 1E, OSRIC):
  1. Roll d6 for each side to check for surprise; resolve any free segments of combat before the next step.
  2. Each side declares spell casting intent and describes general actions to be taken.
  3. Both sides roll d6 for initiative; high roll gains initiative.
  4. Party that won initiative takes actions; spells are begun; melee actions conclude for winning side.
  5. Party that lost initiative takes actions, spells are begun, melee actions conclude for losing side.
  6. Spells take effect, if not interrupted by attacks.
  7. Multiple attacks from parties occur, such as multiple attacks from fighters, second arrow shots, second throwing daggers, second and third darts, etc.
  8. Make ready to declare actions and roll initiative for the next round.

This method tends to favor the winning side in any initiative roll-off, and if one party is numerically more significant or has very strong characters, the combat can be rather lopsided, and this can create a fair bit of pause at the table for players.

Another method that can be tried, and one that we will use, is the Modified Individual Initiative.

In this method, all PCs and major NPCs in the combat roll for individual initiative using a d10, while any massed groups, such as a group of 5 men-at-arms or 15 goblins, will roll one initiative die for their entire group. In this case, the lowest score on the d10 goes first in the round, with each following number of the d10 representing one of the 10 sequential 6-second segments in the round. In addition, each character can move up to 1/10th of their normal movement for the round within a single segment. As an example, if a character can move 12" = 120', then they can move up to 12' within a given segment. This method tends to avoid leaving one group doing nothing for half the combat sequence, and it can often better represent the chaos of melee.

For modified individual initiative, the sequence rolls out as follows for the round:

Combat Encounter Sequence (Modified Individual Initiative):
  1. Roll d6 for each side to check for surprise; resolve any free segments of combat before the next step.
  2. Each side declares spell casting intent and describes general actions to be taken.
  3. All PCs, major NPCs, and groups roll d10 for initiative; lowest roll gains initiative and initiative advances sequentially by the segment.
  4. Individauls take actions at their segment as it is called, or hold action until a later segment in the round; spells are begun.
  5. Multiple melee or missile attacks can proceed 3 segments after initial attack; spells resolve or continue into the next round.
  6. Finalize all melee for the round.
  7. Make ready to declare actions and roll initiative for the next round.
Within the individual segments, should there be more than one character taking action, the segment level sequence proceeds in the following manner:

Segment-level Sequence:
  1. Missile attacks launched
  2. Spells initiated
  3. Missile attacks land
  4. Movement within the segment
  5. Melee attacks
  6. Spell casting ends (no further spells can be initiated, though spells initated may continue)
This appears complex, but when practiced repeatedly, the flow can be very quick for combats.

Reaction Rolls, Loyalty, and Morale
Each initial interaction an individual chracter or the party has with one or more NPCs will prompt a reaction check if not in combat. Parlay, discussions, negotiations, and disagreement will also be adjudiated with reaction checks. This is a critical place to engage charaacters with higher than average Charisma scores to give greater chance of success.

Loyalty of henchmen and hirelings is important and hinges on the treatment both groups receive from the PCs. Treat your henchmen and hirelings fairly and well, and they will have little reason to be disloyal. But, don't neglect them and their upkeep or that loyalty can degrade quickly.

Morale is important in the heat of battle with regard to both the enemy and the Party's retainers. Protect your retainers as you protect other PCs in your party and you will see benefits in your NPC retainers' behavior.

The tables below allow the DM to calculate any base percentages for interactions, using the PC's Charisma scores as needed, to resolve any interaction in the game.

ENCOUNTER REACTIONS
Any intelligent creature which can be conversed with will react in some way to the character that is speaking. Reaction is determined by rolling percentile dice, adjusting the score for charisma and applicable loyalty adjustment as if the creature were a henchman of the character speaking, and the modified score of the percentile dice is compared to the table below:
Adjusted Die Score
Reaction
<01-05
Violently hostile, immediate attack*
06-25 Hostile, immediate action*
26-45 Uncertain but 55% prone toward negative
46-55 Neutral - uninterested - uncertain
56-75 Uncertain but 55% prone toward positive
76-95
Friendly, immediate action
96-00+ Enthusiastically friendly, immediate acceptance
* Or morale check if appropriate.

CHARISMA ADJUSTMENTS
CHR Score
Max Henchmen Loyalty Base (%) RXN Adj (%)
3
1
-30
-25
4
1
-25
-20
5
2
-20
-15
6
2
-15
-10
7
3
-10
-5
8
3
-5
0
9
4
0
0
10
4
0
0
11
4
0
0
12
5
0
0
13
5
0
+5
14
6
+5
+10
15
7
+15
+15
16
8
+20
+25
17
10
+30
+30
18
15
+40
+35

MORALE REACTIONS
Base Morale = 50% for NPCs and Intelligent Monsters + Hit Die Modifiers
Add 5% per Hit Die over 1 HD Add 1% per +1 added to Hit Die

TYPICAL LOYALTY, OBEDIENCE, AND MORALE CHECK SITUATIONS
Situation Loyalty Failure Result
offered bribe co-operates
ordered to testify against liege agrees
has a chance to steal goods
steals
left alone in possible danger
deserts
abandoned
deserts
ordered to perform heroic act
refuses
ordered into possible danger
refuses
ordered to perform heroic/dangerous act refuses
ordered to rescue party member(s) refuses
ordered to rescue liege refuses
in combat with possibly dangerous foe runs away
liege incapacitated or slain
runs away
offered surrender terms surrenders
surrounded by superior foe
surrenders
ordered to use up or diminish own magic item refuses
NORMAL LOYALTY BASE (Assoc. NPCs): 50% + PC's Charisma Adiustment
NORMAL MORALE BASE (PC Henchmen & Hirelings): Loyalty Base + RXN Adj
NORMAL MORALE BASE (NPCs/Int. Monsters): 50% + Hit Die Modifiers (Add 5% per Hit Die over 1 HD; Add 1% per +1 added to Hit Die)

RXN, LOYALTY, MORALE CHECKS => Roll Under or Equal the Score to Succeed

WHEN TO MAKE MORALE CHECKS
Situation / Event
Morale Check Roll
Faced by obviously superior force* check each round
25% of party** eliminated or slain
check at +5%
Leader unconscious
check at +10%
50%+ of party** eliminated or slain
check at +15%
Leader slain or deserts
check at +30%
* Such as in melee when one force is hitting twice as often as the other.
** Or individual taking this much personal wound damage.

MORALE CHECK ROLL MODIFIERS
Situation / Event
Morale Roll Modifier
Inflicting casualties without receiving any -20%
Each enemy slain
-10%
Each enemy deserting
-5%
Each friend killed +l0%
Taking casualties without receiving any
+l0%
Outnumbered & outclassed by 3 or more to 1 +15%
Each friend deserting
+20%

MORALE FAILURE (beyond failure threshold)
1% to 15%
fall back, fighting
16% to 30%
disengage-retreat
31% to 50%
flee in panic
51% or greater
surrender

LOYALTY BASE MODIFIERS
Enlistment Or Association
Loyalty Modifier
henchman
+5%
hired mercenary
0%
hired mercenary, short term
-5%
associated non-player character
-10%
captured and enlisted
-15%
slave
-30%

LOYALTY BASE MODIFIERS
Length Of Enlistment or Association*
Loyalty Modifier
less than 1 month
-5%
less than 1 year
0%
1 to 5 years
+10%
more than 5 years
+25%
* This includes time between service or length of time that the player character has been generally known and familiar to the figure(s) in question.

LOYALTY BASE MODIFIERS
Training Or Status Level
Loyalty Modifier
untrained or peasant
-25%
little training, levied troops
-15%
newly recruited regulars
-5%
trained regulars
+10%
elite, sub-officers, minor officials/expert hireling
+20%
guards, officers, or maior officials/henchman
+30%

LOYALTY BASE MODIFIERS
Pay Or Treasure Shared
Loyalty Modifier
none
-20%
partial, late, or unfair
-10%
average
0%
above average, choice shares
+5%
exceptional, bonuses, gift items*
+10%
* Typically magic items if a henchman is concerned

LOYALTY BASE MODIFIERS
Discipline/Activity Loyalty Modifier
none/one
-10%
lax/little
-5%
firm and harsh/occasional
0%
firm and fair/often
+10%

LOYALTY BASE MODIFIERS
General Treatment By Liege Loyalty Modifier
inhuman and heartless
-25%
cruel and domineering
-10%*
indifferent and uncaring or variable
-5%
just and invariable
+10%
just kind, and invariable
+15%
* Applies only when the liege is not present, is incapacitated or dead; if the liege is near and in power, minuses are treated as pluses--otherwise treat as 0% adjustment (fear).

LOYALTY BASE MODIFIERS
Racial Preference*
For:
Loyalty Modifier
Liege Associated Group
hatred
-20% -15%
antipathy
-5% -10%
neutral
0% 0%
tolerance
0% -5%
good will
+10% +5%
preferred
+20% +15%
* Preference adiustments are cumulative, but only with regard to liege and associates, and with respect to the latter group only the most disliked or most liked are counted.

LOYALTY BASE MODIFIERS
Alignment Factors*
AL is:
Loyalty Modifier
Liege Associated Group
1 place removed
0% 0%
2 places removed
-15% -5%
3+ places removed
-35% -20%
Examples:
lawful evil to lawful neutral = 1 place removed
lawful evil to lawful good = 2 places removed
lawful evil to chaotic good = 3+ places removed

LOYALTY BASE MODIFIERS
Alignment of Liege
Loyalty Modifier
lawful good +15%
lawful neutral
+10%
lawful evil
+5%
neutral good 0%
true neutral
0%
chaotic good
-5%
chaotic neutral
-10%
neutral evil
-15%
chaotic evil
-20%

LOYALTY BASE MODIFIERS
Special Considerations*
Event
Loyalty Modifier
killed faithful henchman or hireling in front of a witness(es) -40%
tortured faithful henchman or hireling in front of a witness(es) -30%
reputed to have slain faithful henchmen or hirelings or actually left them to die
-20%
foresworn or oath breaker or deserter
-15%
rumored to have tortured faithful henchmen or hirelings
-10%
discharged faithful henchmen or hirelings without cause
-5%
given a choice gift or bonus within last two months (hireling) or three months (henchman) +5%
risked life for within last six months (hireling) or one year (henchman)
+10%
ransomed or rescued within one year
+15%
saved life directly or personally
+25%
uses and diminishes his or her own magic to benefit the NPC (including use of spells, especially cures) +25%
returned henchman or hireling to normal state from death-like state, had raised or resurrected or hirelings
+50%
* Apply only one penalty and one bonus maximum, whichever of either category is the higher

LOYALTY BASE MODIFIERS
Situation Modifiers Loyalty Modifier
liege dead or surrounded and outnumbered
-25%
liege hors de combat
-15%
each henchman dead or hors de combat -5%
each hit die or level dead, friendly -3%
each hit die or level alive, enemy -1%
each hit die or level dead, enemy +1%
each hit die or level alive, friendly
+2%
each henchman present, in sight, alive +5%
liege present, in sight, alive +15%

When all modifying factors have been checked, adjust the base loyalty and roll percentile dice as noted above. If you are certain of your DM ability, most of these factors should be apparent without actually checking them out, simply by empathizing with the character or group in question, and having them act accordingly. Until you are absolutely certain, however, it is urged that you use these tables.