I will be adding Good Hits/ Bad Misses to the game. On an attack you subtract the minimum needed to hit from what you actually got. This is the % chance for a critical effect. If you miss we subtract what you got from the minimum needed to get the % chance of a fumble. Basically just roll % along with your D20 roll. The player affected by the critical (whether scoring a critical against an enemy, a fumble, or being targeted by a critical) will roll the % die for the result. If the attack was yours a re-roll will affect both the d20 and the % die. If you were the target of the attack the re-roll will only affect the % die.
Notes after last night's game Hi all, I am going to try and address issues that come up in a game shortly thereafter.
When I ask whether someone in in or out of a room it is so I can adjudicate what happens in the next moments of play. Cagily waiting to peer around the corner is fine for later editions but round by round combat in AD&D is a little more extrapolated so I boil it down to simply, if you are in the room you can interact in the first round, if you are out of the room you cannot. That does not mean waiting is not a wise choice at certain times, it very well could be. But if you are a spellcaster and tell me you are not going into a room, prepare to not be able to cast a spell until round 3. Round 1 spent waiting to see what happens. Round 2 moving into the room. Round 3 casting. Per the PHB p. 100 Despite these restrictions, there is no doubt that spells in general are potent offensive and defensive weapons, providing the caster does not hesitate, i.e. he or she must know which spell is being cast when the melee round begins.
Movement after casting a spell Based on a re-read I will allow this HOWEVER it must be stated as the intent during declarations of action. Again, the wait-and-sees are going to have to wait until the next round. So when I ask for actions I will typically start with those closest to the combat. The exception to this is spellcasters. If you wish to cast a spell you must declare so at the onset of asking for actions. Interrupt or otherwise make it plainly known you are casting a spell, what spell you are casting, and what, if anything, else you wish to try that round. Movement is fine, segments allowing, but only if that's what you declare you are doing, and at no more than a walking pace of 3" (30' max, 3' per segment)
Declarations in combat You do what you said you were going to do, even if things seem somewhat changed. Ranged attackers may choose to not fire subsequent shots. You do not have to be specific about targets at declaration of actions (in fact in many cases I will randomize hits among eligible targets unless one can be picked out due to race, something distinctive, etc.), but remember that multiple melee attacks have to be on the same target.
Thief-y backstabbing 1. The target must have a back 2. The target must be unaware of the thief 3. The thief must be able to reach the target's back
Charging clarification: You cannot charge if you are wearing very bulky armor or items or are encumbered. You are not encumbered until you are in the slowest movement category. So as long as you are carrying no more than 105 lbs (1050 cn) (modified by strength) you CAN charge into combat - increase your speed by 1/3 outdoors (in yards) or double it indoors (by feet); you lose your DEX bonus to AC; if you have no DEX bonus your AC gets worse by 1 (no penalty for AC 10); longer weapons strike first; charging creatures get a +2 to hit