Main / Chapter3
Chapter 3
This section deals with combat and the details of how to resolve special maneuvers. See the KloOge section for details on how this is implemented in a game session.
- Armor
- Armor Class
- Attacks of Opportunity
- Backstabbing
- Basics of the Attack Roll
- Combat
- Fatigue
- Goblin Wave
- Heroic Fray
- How Many Attacks A Round
- Initiative
- Knockdowns
- Martial Arts
- Magic Resistance
- Missile Weapons
- Non-Lethal Combat
- Overbearing
- Parrying
- Pummeling
- Recovery
- Saving Throws
- Spell Duels
- Style Specializations
- THAC0
- Weapon Skill Levels
- Weapon Proficiencies
- Weapon Type Versus Armor
- What Can You Do In A Round
- Wrestling
THESE NOTES CONTAIN ALL REFERENCES TO UNARMED & NON-LETHAL COMBAT RULES. INCLUDED ARE PH64,97-98;CP124-127;CF68-69,74-80,82-82;DMG59-60;CT114;(OA101-106 for martial arts)