withdrawing from combat
Posted: Fri Feb 10, 2012 10:01 am
Merric Blackman's running some AD&D again, and wrote a blog post about the rules inconsistencies in withdrawing from combat in AD&D; here's the relevant portion:
Thoughts?MerricB wrote:where failed morale gives four options:
* Surrender (no problem there)
* Flee in Panic
* Disengage/Retreat
* Fall back, fighting
However, when you look at the rules for moving from combat, you get the following:
So, what's the difference between "Flee in panic", "Disengage/retreat" and "Fall back, fighting"?It is never possible to flee from on encounter where the opponent party is in striking range. (See Breaking Off From Melee, below)
Breaking Off From Melee:
At such time as any creature decides, it can break off the engagement and flee the melee. To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent. When this attack is completed, the retiring/fleeing party may move away at full movement rate, and unless the opponent pursues and is able to move at a higher rate of speed, the melee is ended and the situation becomes one of encounter avoidance.
The Player's Handbook gives a little more detail:
Given that most characters have a zero modifier "to hit" from Strength - and even most of the better ones just a +1 - parrying is one of Gygax's really bad rules. All of these descriptions look like they'll be explained further in the DMG, but - surprise, surprise - such was not forthcoming.Participants in a melee can opt to attack, parry, fall back, or flee. attack can be by weapon, bore hands, or grappling. Parrying disallows any return artack that round, but the strength "to hit" bonus is then subtracted from the opponent's "to hit" dice roll(s), so the character is less likely to be hit. Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged. Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time, subsequent attacks can only be made if the opponent is able to follow the fleeing character at equal or greater speed.
Help comes from the various Basic D&D games, but AD&D is a frustratingly incomplete game in some of its core rules. And with some really, really overcomplicated rules.
Interestingly, the Bless spell adds +1 to morale, whilst AD&D morale is expressed in a percentage. Hmm. (It's also a really flawed version of morale; my favourite remains that in Moldvay).