Hand-to-Hand Combat

Attacking Without Killing

There are times when a character wants to defeat another being without killing it. A companion may have been charmed into attacking his friends (and his friends don't want to kill him to save themselves!); an enemy may have information the PCs can get only by subduing him; characters may simply see the monetary value of bringing back a real, live monster. Whatever the case, sooner or later characters are going to try.

There are three types of nonlethal attacks--punching, wrestling, and overbearing. Punching is basic bare-fisted fighting. Wrestling is the classic combination of grappling, holds, and throws. Overbearing is simply trying to pull down an opponent by sheer mass or weight of numbers, pinning him to the ground.

Combat Types

  • Punching
  • Wrestling
  • Overbearing

Punching and Wrestling

These are the most basic of combat skills, unknowingly practiced by almost all children as they rough and tumble with each other. Thus, all characters, regardless of class, are assumed to be somewhat proficient in both these forms of fighting.

Punching occurs when a character attacks with his fists. No weapons are used, although the character can wear an iron gauntlet or similar item. Wrestling requires both hands free, unencumbered by shields and the like.

When punching or wrestling, a normal attack roll is made. The normal Armor Class of the target is used. If a character is attempting to wrestle in armor, the modifiers on Table 57 are used (these are penalties to the attacker's attack roll). Normal modifiers to the attack roll are also applied.

Penalties for being held or attacking a held opponent do not apply to wrestlers. Wrestling involves a lot of holding and twisting as it is, and the damage resolution system for punching and wrestling takes this into account.

Table 57: Armor Modifiers for Wrestling

Penalties to the attacker's attack roll when wrestling against armored opponents

ArmorModifier
Studded leather-1
Chain, ring, and scale mail-2
Banded, splint, and plate mail-5
Field plate armor-8
Full plate armor-10

Table 58: Punching and Wrestling Results

Results of successful punching and wrestling attacks based on attack roll

Attack RollPunchDamage% KOWrestle
20+Haymaker210Bear hug*
19Wild swing01Arm twist
18Rabbit punch13Kick
17Kidney punch15Trip
16Glancing blow12Elbow smash
15Jab26Arm lock*
14Uppercut18Leg twist
13Hook29Leg lock
12Kidney punch15Throw
11Hook210Gouge
10Glancing blow13Elbow smash
9Combination110Leg lock*
8Uppercut19Headlock*
7Combination210Throw
6Jab28Gouge
5Glancing blow13Kick
4Rabbit punch25Arm lock*
3Hook212Gouge
2Uppercut215Headlock*
1Wild swing02Leg twist
Less than 1Haymaker225Bearhug*

*Hold can be maintained from round to round, until broken.

Punching Rules

Punch results determine the type of blow landed, adding flavor to combat descriptions.

Damage
  • Bare Handed: 1 or 2 points of damage
  • With Gauntlets: 1d3 points of damage
  • Strength Bonus: Applies to punching attacks
  • Damage Type: 75% temporary, 25% normal damage
  • Unconsciousness: A character falls unconscious at 0 hit points due to punching attacks
  • Voluntary Pull: Can pull punch to cause no hit point damage if declared before damage is applied
Knockout

Chance to knock opponent unconscious

If % KO roll or less is rolled on percentile dice, victim is stunned for 1d10 rounds

Wrestling Rules

Wrestling results list the action or type of grip achieved.

Holds
  • Maintenance: Holds marked with asterisk (*) are maintained from round to round unless broken
  • Breaking: A hold is broken by a throw, a gouge, assistance from another person, or successful use of a weapon
  • Weapon Use: Penalties apply to weapon attacks by a character in a hold
Damage
  • Base: 1 point of damage plus Strength bonus (if attacker desires)
  • Continued: Continued holds cause cumulatively 1 more point of damage for each round they are held
  • Example: A head lock held for six rounds would inflict 21 points of damage total (1+2+3+4+5+6)

Overbearing

Sometimes the most effective attack is simply to pull an opponent down by sheer numbers. No attempt is made to gain a particular hold or even to harm the victim. The only concern is to pin and restrain him.

To overbear an opponent, a normal attack roll is made. For every level of size difference (1 if a Large attacker takes on a Medium defender, for example), the attack roll is modified by 4 (+4 if the attacker is larger; -4 if the defender is larger).

The defender also gains a benefit if it has more than two legs: a -2 penalty to the attacker's roll for every leg beyond two. There is no penalty to the defender if it has no legs. A lone orc attempting to pull down a horse and rider would have at least a -8 penalty applied to the attack roll (-4 for size and -4 for the horse's four legs).

If the attack succeeds, the opponent is pulled down. A character can be pinned if further successful overbearing attacks are rolled each round. For pinning purposes, do not use the prone modifier to combat (from Table 51).

If multiple attackers are all attempting to pull down a single target, make only one attack roll with a +1 bonus for each attacker beyond the first. Always use the to-hit number of the weakest attacker to figure the chance of success, since cooperation always depends on the weakest link. Modifiers for size should be figured for the largest attacker of the group.

A giant and three pixies attempting to pull down a man would use the pixies' attack roll, modified by +3 for three extra attackers and +8 for the size difference of the giant (Huge) and the man (Medium).

Rules

Attack Roll: Normal attack roll with size modifiers

Size Modifiers

For every level of size difference between attacker and defender

  • Larger Attacker: +4 to attack roll
  • Larger Defender: -4 to attack roll
Leg Modifiers

Defender gains benefits for having more than two legs

  • Penalty: -2 to attacker's roll for every leg beyond two
  • No Legs: No penalty if defender has no legs

Success: If attack succeeds, opponent is pulled down

Pinning: Further successful overbearing attacks each round can pin the opponent

Multiple Attackers
  • Attack Roll: Make only one attack roll
  • Bonus: +1 bonus for each attacker beyond the first
  • To Hit Number: Use the to-hit number of the weakest attacker
  • Size Modifiers: Figure for the largest attacker of the group

Weapons In Nonlethal Combat

As you might expect, weapons have their place in nonlethal combat, whether a character is defending or pressing the attack.

Weapons in Defense

A character attempting to punch, wrestle, or overbear an armed opponent can do so only by placing himself at great risk. Making matters worse, an armed defender is automatically allowed to strike with his weapon before the unarmed attack is made, regardless of the initiative die roll. Furthermore, since his opponent must get very close, the defender gains a +4 bonus to his attack and damage rolls. If the attacker survives, he can then attempt his attack.

Those involved in a wrestling bout are limited to weapons of small size after the first round of combat--it's very difficult to use a sword against someone who is twisting your sword arm or clinging to your back, trying to break your neck. For this reason, nearly all characters will want to carry a dagger or knife.

Armed Defender
  • Strike: Automatically strikes before unarmed attack, regardless of initiative
  • Bonus: +4 bonus to attack and damage rolls
  • Weapon Restriction: Limited to small weapons after first round of wrestling combat

Nonlethal Weapon Attacks

It is possible to make an armed attack without causing serious damage (striking with the flat of the blade, for example). This is not as easy as it sounds, however.

First, the character must be using a weapon that enables him to control the damage he inflicts. This is impossible with an arrow or sling. It isn't even feasible with a war hammer or mace. It can be done with swords and axes, as long as the blade can be turned so it doesn't cut.

Second, the character has a -4 penalty to his attack roll, since handling a weapon in this way is clumsier than usual. The damage from such an attack is 50% normal; one-half of this damage is temporary.

Weapon Requirements
  • Control: Must use weapon that enables damage control
  • Unsuitable: Arrows, Slings, War hammers, Maces
  • Suitable: Swords, Axes
Penalties
  • Attack Roll: -4 penalty to attack roll
  • Damage: 50% normal damage, half of which is temporary

Nonlethal Combat and Creatures

When dealing with nonhumanoid opponents, a number of factors must be considered.

First, unintelligent creatures, as a rule, never try to grapple, punch, or pull down an opponent. They cheerfully settle for tearing him apart, limb by limb. This, to their small and animalistic minds, is a better solution.

Second, the natural weapon of a creature are always usable. Unlike men with swords, a lion or a carnivorous ape doesn't lose the use of its teeth and fangs just because a character is very close to it.

Finally, and of greatest importance, creatures tend to be better natural fighters than humans. All attacks for a tiger are the same as punching or wrestling. It's just that the tiger has claws! Furthermore, a tiger can use all of its legs effectively--front and back.

Important Factors

  • Combat Behavior: Unintelligent creatures never attempt to grapple, punch, or pull down opponents
  • Natural Weapons: Creatures' natural weapons are always usable, even in close combat
  • Fighting Ability: Creatures are better natural fighters than humans; animal attacks function like punching or wrestling but with natural weapons