COMBAT

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Much of the excitement in playing ODD occurs during the character's combat with monsters. Whether a knight battling a horde of blood-thirsty orcs, a rogue facing off with a nefarious pirate or a cleric turning a vampire, combat is often the climax of many roleplaying sessions. Combat is also the nexus of many rules in ODD. Managing combat is often a challenging affair as the Referee must not only know the rules, but must also know how to apply the rules fluidly to maintain a sense of excitement through description and action.

To facilitate this, the rules for combat have been kept as simple as possible with much maneuver room left for the Referee. The rules are designed to organize the action of combat. Yet, as the essence of combat is its narrative, they also enable the Referee to manipulate the rules in support of the narrative. Narrative development is as equally important to the game as any combat's results. The rules of combat and its narrative development is discussed below.

BASIC OUTLINE OF A COMBAT ROUND

When a combat occurs, each participant will want to take action. The most common action will be an attack on a foe, but might also include, for example, drinking a potion or casting a spell. To facilitate when a character or monster can act, combat is broken into a series of time measurements called rounds.

Each participant in a combat generally gets one action each combat round.

Each participant acts during the round in an order established by the roll of a d10. This is called initiative. The character with the highest initiative acts first, and each character in turn performs an action until the last character with the lowest initiative roll has acted. If a character attacks during a combat round, the character's player rolls a d20 to determine if the character hits the opponent. If the resulting number rolled plus the character's class bonus to hit and any attribute modifier totals are equal to or greater than the opponent's armor class, the character has successfully hit the opponent. A successful hit results in damage to the opponent. Monsters and non-player characters follow the same procedure and rules as characters, but the Referee manages their actions. After all participants have acted once in the combat round, a new round begins.

SAMPLE COMBAT ROUND

With a furious scream and battle axe in hand, Angthar, a barbarian war chief, charges a goblin scouting near his village. To resolve the combat, Angthar's player rolls initiative for Angthar, and the Referee rolls initiative for the goblin. Angthar rolls a 7, and the goblin rolls a 4. Thus, Angthar acts first.
Angthar, a 5th level barbarian with 14 strength, attacks the goblin with his battle axe. The player rolls a d20 and the result is 12. Angthar adds his basic attack bonus (+4) and his strength bonus (+1) to get a total attack roll of 17. The goblinís scaly hide imparts an armor class of 12. Angthar's attack roll of 17 exceeds the goblin's armor class of 12, thus Angthar has successfully hit the goblin with his battle axe. A battle axe inflicts 1d8 hit points of damage, so Angtharís player rolls a d8 and adds Angthar's strength bonus (+1) to the roll. In this example, Angthar rolled a 6 for a total of 7 hit points of damage. The goblin only had 4 hit points, so Angthar has defeated it in one swing of his mighty axe.

If Angthar had only inflicted 2 hit points of damage, the goblin would have survived the attack. It then would get to perform an action, perhaps an attack on Angthar with its wicked, curved scimitar. If both Angthar and the goblin survived the first round of combat, then a new combat round would begin, started by a new initiative roll. This sequence would repeat until either Angthar or the goblin were victorious.

COMBAT TERMS

ODD uses a set terminology to describe combat. The following are the most common terms of which the Referee, and eventually the players, need to understand to successfully run a combat.

ACTION: During each combat round, a character or monster may either attack, cast a spell, move, use an ability, use an item, or simply perform some other non-lethal action such as talking or standing still.

ARMOR CLASS: This is an abstract representation of the difficulty in hitting a defender. An attacker's attack roll must be equal to or greater than a defender's armor class to cause damage. All creatures have an armor class.

In most cases, it is determined by the type of armor being worn. Armor class normally ranges from 10 to 20, but can extend higher than 20.

ATTACK: Attacks generally refer to the use of a weapon, whether a melee weapon or a ranged weapon, or an unarmed attack. Weapon attacks are made by the attacker rolling a d20, adding or subtracting the appropriate modifiers, and comparing it to the defender's armor class. There are other forms of attack, like spells, class abilities such as turn undead, or magic items, but each of them are actions that generally have their own rules for determining the result of their attack.

ATTACKER: The term used to refer to the character or monster making an attack on their turn during a combat round.

BASIC TO HIT BONUS: This feature is distinct to each class and is listed in the appropriate class table. The listed modifier is added to the attacker's die roll during combat. All monsters possess a bonus to hit equal to their number of hit dice. For example a 5 HD monster has a +5 bonus to hit in combat.

COMBAT ROUND: This is the amount of time it takes for all those involved in combat to take a single action. A combat round lasts approximately 10 seconds. Six consecutive combat rounds equal a turn, which is thus roughly equal to one minute.

COMBAT MANEUVER: These are actions taken by characters during combat to avoid being hit. These usually result in armor class adjustments.

DAMAGE: If an attack is successful, the defender takes damage, typically in the form of hit points. The amount of damage inflicted depends upon the weapon or attack used by the attacker. Weapon damage is listed next to the weapon in the equipment lists. Other attack damage is detailed in the class, spell, magic item or monster description.

DEFENDER: The term used to refer to the character or monster being attacked.

HIT DICE: This term has dual meanings. First, it indicates what type of die is rolled to determine a character or monster's hit points. For example, a wizards gains 1d4 hit points each level earned. Second, it indicates the level, and thus, the number of the type of die rolled to determine hit points.

For example, a 5th level fighter will have rolled 5d10 over the course of the character's history to determine hit points. A monsterís description details its hit dice. For example, a monster may have 5d8 HD. To determine the monsterís hit points, the Referee rolls a d8 five times, adding the numbers rolled together to get the monster's total hit points.

HIT POINTS: Hit points represent a body's ability to withstand damage. A creature's hit points equals the amount of damage it can take before being killed or knocked unconscious. An object's hit points equals the amount of damage it can take before being broken.

INITIATIVE: This roll is used to determine the order of action in a combat round among the combat's participants. Initiative is determined by the roll of a d10 by each individual or each group in a combat, as determined by the Referee.

SURPRISE: This is the act of one party or individual catching another party or individual unaware. The party gaining surprise gets one free combat round to act against the surprised party, who may do nothing.

COMBAT ROUND

One combat round is ten seconds long. During this round, all the characters, monsters and non-player characters should get a chance to act. Generally, only one action is allowed, such as making a melee attack or casting a spell. The types of actions are discussed ahead.

It is important to remember that each round is an abstract measurement. The actions and activities that occur in a round are not meant to take place during specific seconds or segments. It should be viewed as a short range of time during which many things happen.

Although each character or monster must wait their turn to act as determined by initiative, they do not necessarily act in that same order in a narrative sense. The moment of occurrence is not necessarily equal to the initiative roll. Abstract consideration of the combat round allows for a more fluid and expansive narrative.

SURPRISE

Before combat begins, the Referee determines if one or the other party is surprised. Surprise is a situation in which the adventuring party happens upon monsters and neither is aware nor expects the other. Surprise establishes who becomes aware first. The group that successfully surprises the other gains a free combat round in which to act. Those that are surprised get no action. After the surprise round, combat proceeds normally.

Surprise may involve a situation where two characters or groups are unaware of each other, or a situation where one group is attempting to surprise another.
Before any surprise roll is made, the Referee must determines, if surprise is possible. A group that is aware of anotherís presence cannot be surprised. Situations often arise in which one group is not able to surprise another, such as if they have to pass over a hallway strewn with dead leaves that crack and pop when stepped on, thus warning the inhabitants of the room down the hallway.

Even in those instances in which surprise is possible, there is always a chance something could go awry and the surprise fails to occur. If a party can be surprised, a wisdom attribute check is made by the individual in the group with the best chance of succeeding at it, or by each member of the group individually. If the check is successful, that party or individual is not surprised. Failure indicates surprise.

When two separate parties could be surprised, both groups or individuals in the groups must make the wisdom check. If both groups fail the check, they are both surprised and nothing occurs as they stare at one another in a moment of stunned silence. Initiative would be rolled as normal to begin combat.

The chances for surprise can be mitigated by many circumstances. If a party is well hidden or camouflaged and awaiting a group of poorly perceptive orcs on a brightly lit road, the Referee may decide to penalize the wisdom check for the orcs. In general, the bonus or penalty should remain within a range of -5 to +5, although it might be greater in extraordinary situations.

Returning to the example of Angthar and the goblin, suppose that Angthar came upon a group of goblins and they were unaware of his presence. He decides to leap off a narrow ledge into the goblins, landing amidst them, reigning blows left and right as they scratch and claw to get away from his deadly blade. In such an instance, the Referee would roll a wisdom check for the goblins to determine if they are surprised. If surprised, Angthar would get a free round to attack them. If not, Angthar and the goblins would roll initiative and combat would proceed.

INITIATIVE

The order of action in a combat round is determined by an initiative roll.

Every creature or character participating in the combat round rolls a d10 to determine their initiative each round. Those with the highest roll take their action first, and the actions of others descend from there. In the case of a tie, the one with the highest dexterity goes first.

In the case of equal dexterity, a simultaneous action occurs.
This method of establishing initiative may seem chaotic at times, especially with large groups of creatures or characters. In those cases, the Referee may find it necessary to require a group initiative instead, with the winning party acting before anyone in the opponent party.

There is one exception to initiative: when a creature uses a weapon with a reach of greater than 10 feet against an opponent with a weapon with less than a 6 foot reach, or when a large creature is fighting a medium or smaller sized creature. In the first round only, the creature with the more lengthy reach or of larger size is allowed to attack first, even if the creature with the shorter weapon or the smaller creature won the initiative roll. This rule only applies if the creature with the shorter reach or smaller creature approaches within ten feet. Such action counts as the action for that round for the larger creature or the one with the longer weapon.

For example, Hambone the halfling draws his short sword and charges a gnarly stone giant who just crushed his companion with a mighty oaken club. Screaming in a rage driven by revenge and loss, Hambone leaps forward to attack. Hambone rolls a 9 initiative, and the stone giant rolls a 3. The stone giant is large and Hambone is small. Thus, when Hambone moves within 10 feet of the stone giant, the stone giant is allowed to swing first even though Hambone won initiative. The stone giant, mirthless and fearless, sweeps his club around aiming at Hambone's head. Hambone ducks and dodges as he charges, and the stone giantís massive club glances off Hambone's shoulder, but inflicts no damage. Hambone manages to move in close and slices at the stone giant's leg, slashing a deep gash.

COMBAT ACTIONS

In a combat round, characters can perform a wide variety of actions. Every possible action, however, can be categorized in one of the five types of actions that may be performed during combat, which all have a chance of failure. The five possible actions are attack, cast a spell, move, use an ability or use an item.

ATTACK

A character or monster is allowed one attack each round unless they possess a special ability allowing them to exceed the limitation. Attacks include melee attacks, either armed with a weapon or unarmed, and ranged attacks with a missile weapon. An attack allows a character or monster to move up to one-half their movement rate. Moving farther than one-half movement rate negates the ability to make an attack.

CAST SPELL

A character or creature is allowed to cast one spell each round. Some spells require two or more rounds to cast, in which case the character must wait until the following round for the effect of the spell to take place. The magic section fully details how spells are cast and when they take effect. A character may not move any distance and cast a spell in the same round unless the spell description states otherwise.

MOVE

If no other action is taken, a character or monster can walk a distance equal to their full movement rate. Full movement also includes jogging (twice the normal move rate) and running (quadruple the normal move rate).

USE AN ABILITY

A character or monster may perform one class or racial ability each round.
Some abilities, like spells, take more than one round to complete. Some monsters can perform more than one ability per round. Ability may involve movement, but in most cases the movement will not exceed the normal movement rate. Otherwise, the Referee retains discretion as to whether any ability use involves movement.

USE AN ITEM

An item that is carried and readied can be used. The most common actions in this category are using or activating a magic item or piece of equipment. Such actions include, but are not limited to, drinking a potion, using a wand, casting a spell from a scroll, or casting a grappling hook. In most cases, no movement will be involved or allowed when using an item.

Readying an item is not difficult, as long as it is easily accessed. Usually, the item must be on a belt or hanging from a pack, and readying it should not take more than a few seconds. Whereas, if an item is in a backpack, it would take at least a round to take off the pack, dig through it, and retrieve the item. The Referee and players must use common sense in deciding whether an item is readily available. In some cases, the Referee may require the players to indicate on their character sheets which items are readily available or how and where an item is being carried.

NON-LETHAL AND MULTIPLE ACTIONS

There is of course another broad category encompassing non-lethal or otherwise mundane actions such as talking, standing still and doing nothing or picking up an item. Such actions typically have no chance of failure, however, so they are not considered combat actions.

No matter the type of action attempted, it is up to the Referee to adjudicate how long any action takes and whether it can be performed in a single round. Most actions occur in a single round, or if they take longer, the rules for the specific action usually detail just how many rounds the action takes to complete. The Referee may allow more than one action per round under special circumstances (if a character has a haste spell cast on him, for example). Also, some non-combat actions a character may take might not consume a full round. This latter aspect is important and the Referee must use common sense and reason to determine if an action takes a full round. Drawing a sword would not take a full round. Tossing someone an item may not take a full round. As a rule of thumb, simply think of how long such an action would take in real life. If it takes just a couple of seconds to perform a non-combat action, then the character should be allowed another action, be it combat or non-combat in nature. The Referee can, and on occasion should, impose an initiative penalty for some of these actions.

MOVEMENT IN THE COMBAT ROUND

Once initiative or surprise is determined, each character or monster involved in combat is allowed an action. One allowed action is movement. Movement, like the combat round, is an abstraction. It is a manner of establishing the distance that can be moved in a given period of time. Movement can be in a straight line, a curve or around a corner. Base movement rates are listed in each racial or monster description. The listed rate is the distance in feet that can be moved in one combat round. If encumbered, movement is reduced as described in the encumbrance section. Movement can be increased by jogging (double the movement rate) or running (quadruple the movement rate). Drop all fractions when figuring movement rates (minimum of 1 foot). To translate the movement rate into inches, hexes, squares or centimeters, divide the movement rate by 5.

An attacker can move one-half their movement rate and still attack. No attack is allowed if a character exceeds one-half their movement rate. The only exception to this rule is when a charge is attempted. Charging allows for an attack and full movement, but the special rules for charging apply. The Referee has the option of reducing the movement rate due to terrain, obstacles, injuries or other circumstances. Generally, the movement rate should not be reduced by more than three-fourths (0.75). The Referee should always allow a character to move at least 5 feet in a combat round, unless the character is restrained or otherwise unable to move.

CHARGING

Charging is a special, movement-based combat maneuver. When charging, a character precedes a melee attack by jogging or running, with the intent of using the gained leverage and momentum to inflict greater damage on a defender. A successful charge attack results in a +2 bonus to damage inflicted, but imposes a -4 penalty to the attacker's armor class for the entire combat round. The charge must be announced prior to the character moving.

When charging, a character is considered to be jogging or running. The character must minimally move the full distance of their normal movement rate. The charge must be in a straight line. The total distance moved while charging cannot exceed the character's jogging movement rate.

For example, Una the elf announces that she is going to charge an orc standing across the battlefield. Unaís base movement is 30 feet, and thus, her jogging rate is 60 feet. As long as the orc is at least 30 feet away, but no more than 60 feet, Una may attempt the charge maneuver.

When charging, the attacker suffers a -4 penalty to armor class for the combat round. The penalty applies even if the charge attack is not successful. The penalty also applies if the defender attacks first due to size or weapon length, or by ranged attack. If a defender scores a successful hit upon a charging character, the charge is negated. If a charge is negated, the attacker is still allowed their movement and attack, but a successful hit does not deal any extra damage.

MELEE COMBAT

Melee occurs when two creatures engage in hand-to-hand combat. The attacker rolls a d20 and adds the basic to hit bonus plus any strength modifier.

A monster's basic to hit bonus is equal to its total number of hit dice (a 3d8 hit dice creature adds a +3). If the total is greater than or equal to the defender's armor class, the attacker has successfully hit the defender and inflicts damage as determined by the weapon used. Unarmed combat is a type of melee attack, but it is addressed separately below.

It is important to note that a melee attack, like the combat round and movement, is also an abstraction. Though a character usually makes only one attack per round, it should not be considered a single swing. A melee attack involves a series of parries and thrusts, along with attack and defensive maneuvers that sometimes result in damage to the defender. The damage could be from one blow or could be representative of a series of blows or fatigue.

There are many other bonuses and penalties which may affect a melee attack to hit roll. These include, but are not limited to, racial modifiers, magic weapon bonuses, class ability modifiers, spell effect modifiers, and situational modifiers.

RANGED COMBAT

Ranged combat is much like melee combat except it occurs when an attack is made with a missile weapon against a defender some distance away. Dexterity is the attribute that modifies a ranged attack to hit roll. If the total of the d20 roll plus the character's basic to hit bonus and dexterity modifier is greater than or equal to the defender's armor class, the attacker has successfully hit the defender and inflicts damage as determined by the missile weapon used.
There are two types of ranged weapons: thrown and propelled. Thrown weapons are those whose momentum are dependent upon the strength of the character or monster throwing it. These include javelins, daggers, spears and the like.

Propelled weapons are those whose momentum and thrust are dependent on the mechanism which propels them forward. This includes crossbows, stones from a sling and similar devices. When attacking with ranged weapons, the attackerís dexterity modifies the to hit roll. Additionally, a character's strength modifier is added to the damage of thrown weapons, but not propelled weapons.

Ranged weapons also have range increments, and they have a maximum effective distance equal to three times the listed range increment as detailed in the equipment list. The listed range increment is considered to be close range. Twice the range increment is medium range and three times the increment is long range. Medium range results in a -2 penalty to the ranged attack roll, and long range results in a -6 penalty to the attack roll.

Ranged weapons that miss their target continue on their path and can potentially hit another target within close range. If the target of the attack is missed, the projectile continues in a straight line and can hit anything in its path. For each ten feet travelled within close range, the attack accrues a -1 penalty. The exception to this rule is that bolts fired from a crossbow continue up to long range, although the medium and long range modifiers still apply.

UNARMED COMBAT

Unarmed combat is similar to armed combat, only the attacker is not using a melee weapon, but natural weapons instead, such as claws, hands, fangs or even the whole body. Many monsters employ unarmed melee attacks, as do monk characters. In most cases, the success of these attacks are determined as with a normal melee attack. The attacker rolls a d20 and adds the basic to hit bonus plus any strength modifier.

A monster's basic to hit bonus is equal to its total number of hit dice (a 3d8 hit dice creature adds a +3). If the total is greater than or equal to the defender's armor class, the attacker has successfully hit the defender and inflicts damage as determined by the class ability or monster description.

There are also special unarmed attacks of an entirely different nature and effect: grappling, pummelling, overbearing and touch attacks. Each type follows the same basic principle but with different modifications to the to hit roll and damage inflicted. For example, characters who are not of the monk class who wish to punch or kick are attempting a pummelling attack.

GRAPPLING

Grappling involves grabbing and holding a defender, as with classical wrestling or a snake constricting its body around its prey. Grappling is directed at holding an opponent and subduing them. The attacker rolls a d20 and adds any strength modifier. The Referee may or may not deem the basic to hit bonus an appropriate modifier.

The armor class of a defender in an overbearing attack is different than normal. A standard armor class of 15 is used for all defenders, as armor has little effect on the capacity to defend against this type of attack. The armor class is modified by the strength and the dexterity modifier of the defender, as well as the size difference between the two opponents. For each size difference larger, add +2 to the defender's armor class. For each size difference smaller, a -2 penalty is imposed on the defender's armor class.

For example, a large troll attacks a small halfling and tries to knock him off a bridge and into a raging river. The halfling has an armor class of 15 and, due to a strength of 14 and a dexterity of 14, adds +1 to each for a total of 17. But the troll is two sizes larger, so a -4 adjustment to the halflingís armor class results in an armor class of 13.

Should an attack be successful, the defender is held and cannot act except to attempt to break the hold. The defender is considered prone and defenceless. The defender can break the hold by making his own successful grappling attack.

PUMMELING

Much like boxers or martial artists, pummelling involves the use of fists, feet, knees, elbows or other body parts to inflict damage on an opponent with the intention of knocking them out or otherwise incapacitating them. The attacker rolls a d20 to hit, adding any strength modifier plus any other modifier the Referee deems appropriate. The Referee may or may not deem the basic to hit bonus an appropriate modifier. If the total equals or exceeds the defenders armor class, the pummelling inflicts 1-2 hit points of subdual damage. Damage is modified by strength.

A monkís unarmed combat ability and monsters natural weapons are not considered pummelling attacks. Characters who are not monks who wish to use hand-to-hand combat are subject to the pummelling rules.

OVERBEARING

This type of attack is used to knock an opponent down. This is a tactic used in wrestling and other types of hand-to-hand combat, as well as when an animal charges and knocks someone over. The attacker rolls a d20 to hit and adds any strength modifier or other modifier that the Referee deems fit. The Referee may or may not deem the basic to hit bonus an appropriate modifier.
As with grappling, a standard armor class of 15 is used for all defenders. For overbearing, however, only strength and size difference modifies the standard armor class. For each size difference larger add +2, and for each size difference smaller subtract -2.
If a hit is successful, the defender is knocked prone for the remainder of that round. An attacker cannot knock over a defender two sizes larger. In addition, the defender takes 1-2 points of subdual damage.
An attacker attempting to overbear suffers a -2 penalty to armor class because they are more exposed than usual. The penalty remains to their armor class for the combat round.

TOUCH ATTACK

A touch attack is one in which an attacker is simply trying to touch an opponent. This often occurs with spells that require a touch to be successful. With a touch attack, a standard armor class of 10 is used for all defenders, adjusted only by dexterity of the defender and special modifiers resulting from, for example, magic items or spells.

SITUATIONAL MODIFIERS

Situational modifiers are somewhat nebulous and, for the most part, those that the Referee deems appropriate. There are often those situations which are impossible to set a rule or would involve such complex rules as to fill up an entire tome. In these instances, the Referee must use reason, common sense or narrative development to determine what modifier is applied to the to hit roll.

For example, should a fighter, after a long night of carousing, be swinging across a crowded tavern clinging to a fraying rope with one hand and a sword in the other, decide to take a swing at a plump gnome merchant as he passes over it, the Referee must decide upon the appropriate modifier to the to hit roll (or an attribute check to determine if it is even possible to make the attack).

In general, combat to hit modifiers can be broken down into three categories: easy, difficult and heroic.
For tasks that are easy, up to a +/-5 modifier should be imposed. Difficult tasks would range from +/- 6 to 10, and heroic acts would range from +/- 11 or above. The instance described above may seem ridiculous, but players attempt all manner of actions with their characters - something which should be encouraged. However, the Referee is left with the task of deciding the modifier to be applied to a situation. What the fighter in the example above is attempting is not heroic, but it most certainly is not easy. In this instance, the Referee should probably err on the high side of difficult since the fighter is inebriated. A -10 to the attack roll would not be unreasonable.

Some situational modifiers can be applied with regularity. These are listed below and can be used to help in making decisions about other unusual situations. Concealment includes those circumstances where nothing physically blocks an attack, but there is something that interferes with the attackerís accuracy. The other modifiers should be self explanatory. The modifiers are cumulative. In all instances, attackers must know of a defenderís presence, though not their exact location. Also, the Referee should add to this list and keep track of decisions which are made in the game in order that they can be made with some regularity and consistency.

SITUATIONAL COMBAT MODIFIERS

ARMOR CLASS

Armor class is representative of a defenderís ability to avoid damage. Armor class results from a combination of armor and dextrous avoidance of attacks, and even an ability to absorb the shock of a damaging blow or roll with it.

Armor class takes into account an active defence (aware of the attacker), the armor worn and a general ability to withstand or avoid attacks. It is does not represent armor alone. However, for game purposes, armor class is the primary determinate of armor class as it is the most easy to quantify.

Armor class begins at 10. A person wearing normal clothing has a 10 armor class. Armor class can increase as much as modifiers allow. In rare cases, modifiers can result in an armor class less than 10, though never below 1. The following rules should be taken into account when determining the armor class of a defender. It is not an exhaustive list and the Referee is encouraged to develop their own adjustments as needed.

ARMOR

Each armorís adjustment is described in the equipment list. Chain mail, for example, has a +5 adjustment to armor class. This gives the individual wearing it a 15 armor class (10+5).

SHIELDS

Every shield has a +1 modifier to armor class, but the size of the shield determines how many opponentís the +1 modifier applies against. Small shields only offer the adjustment against one attacker, medium shields against two attackers and large shields against three attackers.

DEXTERITY

Dexterity modifies a characterís armor class if that character can physically react to an attack. Characters lose their dexterity modifier when they are surprised, unaware of an attacker or when they are restrained or otherwise rendered immobile. Dexterity does not apply, for example, when a character is attacked from the rear.

COVER

Characters will often take cover behind objects such as tables, doors, chairs or other structures in order to gain some protection. Cover confers an armor class bonus to the character as follows:

COVER ARMOR CLASS ADJUSTMENT

   1/4 cover  +2 AC
   1/2 cover  +4 AC
   3/4 cover  +6 AC
  Full cover +10 AC

Although cover is primarily used as protection against missile or ranged weapons, it can also be used in melee combat.

For example, when the wizard Anaximorus finds her spells useless against a golem, she decides to jump behind a large column in an attempt to avoid being smashed by its massive fists. This action offers 3/4 cover from the golemís attacks. When cover is used in melee attacks though, the cover applies to both the attacker and defender until one or the other move out from behind it. In some cases, the Referee may rule that the character seeking cover may not attack.

MAGIC

There are numerous other modifiers that can be applied to armor class. Spells, magic armor and rings, or other unique items and situations can increase or decrease armor class. A characterís condition, such as being stunned poisoned, or fatigued may affect the armor class. In general, magical rings, robes or other protective devices and spells affect armor class for touch attacks. Magical armors do not effect touch attacks.

SITUATION AND CIRCUMSTANCE

There are innumerable situational modifiers which can also adjust armor class. These are too numerous to list, but the Referee should always bear in mind the current situation or circumstances. For example, a rusted suit of armor may suffer a -1 to its overall armor class adjustment. It is, as always, incumbent on the Referee to use common sense when making these adjustment. Always err on the side of safety. It is a game, after all.

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