# ADDICT - LITE
Compiled by David M. Prata (“DMPrata”), shortened by aiouh
Version 2.2 (19 March 2006)
ENCOUNTERS, COMBAT, AND INITIATIVE
I. Determine if either or both parties are surprised.
A. Normally, a d6 is rolled for each party. A roll of 1 or 2 indicates surprise.
1. Some individuals, notably rangers, are surprised less often — 1 in 6 (162/3%) less often, in the case of rangers. This benefit accrues to the entire party.
2. Some individuals, notably rangers, surprise others more often — 1 in 6 (162/3%) more often, in the case of rangers. This benefit, however, does not accrue to the entire party.
3. Where either side uses a die other than d6 to determine surprise, convert to percentages (e.g., 1 in 8 equals 121/2%, 9 in 10 equals 90%, etc.).
B. If neither party is surprised, proceed to step II.
C. If either or both parties are surprised, use the result of that side’s d6 roll to determine for how long they are surprised.
1. Each pip on the d6 equals one segment of inactivity due to surprise.
2. In cases where percentages were used, divide the result of the d% roll by 162/3 (rounding all
fractions up) to determine the number of segments lost.
The duergar roll a 12 on d%, so they will be surprised for one segment.
3. If only one side was surprised, then it will be inactive for the indicated number of segments.
4. If both sides are surprised, subtract the lesser result from the greater to determine the net amount of
segments lost to the more-surprised side.
5. Characters with Dexterity reaction adjustments are individually surprised for more or less segments than the rest of their side, depending on the amount of the penalty or bonus.
a. This only applies when the character’s side is already surprised. A reaction penalty does
not create surprise in an unsurprised individual.
b. Reaction bonuses do not apply to characters carrying more than “light gear” (12” base movement), although reaction penalties always do.
6. A surprised character armed with a crossbow of speed can fire it in the 2nd segment of surprise, if he is surprised for more than one Segment.
D. During each segment of surprise, members of the non-surprised side can perform one of the following actions.
1. Make a full round of melee attacks in one segment.
2. Make a full round of missile attacks in one segment (or three times that rate if the missiles are
ready).
3. Take one segment of movement (1’ per 1” of movement rate).
4. Cast a one-segment spell, or begin casting a longer spell.
5. Spend one segment performing any other action that can normally be completed in six seconds
E. An individual who, due to a reaction bonus, is surprised for fewer segments than the rest of his side can only perform actions D 3-5, above, during the segments that he is no longer surprised.
F. Similarly, an individual who, due to a reaction bonus, is surprised for fewer segments than the rest of his side cannot be targeted by actions D 1-2, above, during the segments that he is no longer surprised.
V. Resolve psionic combat on a segment-by-segment basis.
A. Compare each psionic’s chosen attack mode to his opponent’s chosen defense mode. ALL ATTACKS AND DEFENSES ARE SIMULTANEOUS.
B. Adjust attack and defense strength totals to reflect that segment’s expenditures, as well as any points lost due to attack.
C. Repeat steps A & B until the psionic combat has ended, one or both psionics are affected by a more mundane attack form during the round, or ten segments have passed.
VI. Determine initiative for the round by rolling a d6 for each side. The higher of the two rolls is said to possess the initiative for that melee round.
A. Each participant does not make a separate initiative roll. However, the Dexterity Attacking adjustment is added to (or subtracted from) the initiative roll for each missile-firing combatant on an individual basis.
1. Initiative bonuses do not apply to characters carrying more than “light gear” (12” base
movement).
2. Initiative penalties always apply.
B. One exceptional monster, the spectator, rolls d8 for initiative, rather than d6.
C. Certain magic items, notably the crossbow of speed, short sword of quickness, and
scimitar of speed, allow the wielder to strike first regardless of the initiative result.
VII. Generally, the results of whatever actions are decided upon by the party with initiative are determined first, followed by the results of whatever actions are decided upon by the party which lost the initiative.75 Ties usually indicate that attacks occur simultaneously. Special cases are listed below.
A. Multiple Attack Routines: When one or more creatures involved in combat are permitted to use their attack routines twice or more often during the round, then the following initiative determinants are employed.
1. When the attack routine may be used twice, then allow the side with this advantage to attack FIRST and LAST with those members of its group who have this advantage.
a. If it is possessed by both parties, the initiative roll determines which group strikes FIRST
and THIRD, which group strikes SECOND and LAST.
b. If one or both groups have members allowed only one attack routine, it will always fall in
the middle of the other attacks, the order determined by dicing for initiative, when necessary.
2. If one party has the ability to employ its attack routines thrice, then the other party dices for initiative to see if it, or the multi-routine group, strikes first in the mid-point of the round.
3. Extrapolate for routines which occur four or more times in a round by following the method
above.
4. Note that a routine is the attack or attacks usual to the creature concerned, i.e. a weapon (or
weapons) for a character, a claw/claw/bite routine for a bear (with incidental damage assessed as it occurs — the hug, for example). A 12th level fighter is allowed attack routines twice in every odd numbered melee round, for example, and this moves up to three per round if a haste spell is cast upon the fighter.
5. This rule applies to multiple missile attacks as well as to multiple melee attacks; thus, a longbow (rate of fire 2) will generally fire FIRST and LAST in the round.
B. Charge: Normal melee is not possible when the opponents begin the round over 1” distant. A round must be spent closing. Alternatively, the attacker may choose to charge. This action brings the charging party into combat on the charge round, provided movement rate (plus bonus) allows this.
1. Movement Rate of Charging Creatures:
a. Outdoors, charging bipeds receive a 1/3 movement bonus. Charging quadrupeds receive
a 1/2 movement bonus.
b. Indoors, movement rate for all charging creatures is doubled.93
c. Encumbered creatures may not charge.
2. Armor Class of Charging Creatures:
a. There is no dexterity bonus allowed for charging creatures.
b. Creatures with no dexterity bonus become one armor class worse.
c. There is no penalty to AC 10 creatures for charging, however.
3. Melee at End of Charge:
a. Initiative is NOT checked at the end of charge movement.
b. The opponent with the longer weapon/reach attacks first.
c. Charging creatures gain +2 on their “to hit” dice if they survive any opponent attacks
which occur first.
4. To detemine the timing of a charge attack vs. an opposing spell caster, compare the segments of movement required to the casting time of the spell.
C. Spell Casting: Even when a spell caster has won the initiative, it is possible for an opponent’s attack to occur before the completion of (and thus disrupt) the spell.
1. If combat is spell vs. spell, the spell with the shorter casting time will be completed first, with the
initiative result breaking ties in casting times.
2. If the spell caster is being attacked by missile weapons, or by natural weaponry without a speed
factor rating (such as a monster’s claw/claw/bite), use the following procedure to determine when the attack strikes.
a. When the attacker wins initiative, the attack will always strike prior to spell completion.
b. When the attacker loses initiative, or when initiative is tied, the attack will occur on the
segment indicated by the caster’s initiative die. Compare this to the spell casting time to
determine which occurs first. Simultaneous results are possible.
3. When the attacker has multiple attack routines, only the first attack has an opportunity to disrupt a spell (unless the spell requires a full round to cast).
4. A magic-user may cast two cantrips in a single round. In such a case, the timing of the first
cantrip is determined as above. The second cantrip will be cast 1-4 segments later.
5. The spell caster cannot use his or her dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell.
6. Any successful attack, or non-saved-against attack, upon the spell caster interrupts the spell.
7. The above procedures for resolving the timing of attacks against spell casters also apply to
opponents using magical devices with specific activation times (such as rods, staves, and wands). These functions, however, will not be automatically disrupted by a successful attack (unless the wielder is slain or otherwise incapacitated).
D. Weapon Speed Factor:Weapon Speed Factor:Weapon Speed Factor:Weapon Speed Factor: When initiative is tied, weapon speed factors are used to determine who strikes the
first blow.
1. The opponent with the weapon which has the lower speed factor will strike first, subject to the following conditions.
a. The initiative roll must be tied.
b. Both combatants must be using melee weapons with speed factors.
c. Both combatants must have an odd or even number of attacks in the round (as per VII A, above).
2. When weapon speed factor is the determinant of which opponent strikes first in a melee round,
there is a chance that one opponent will be entitled to multiple attacks.
a. Compare the score of the lower-factored weapon with that of the higher.
b. If the difference is at least twice the factor of the lower, or five or more factors in any case, the opponent with the lower-factored weapon is entitled to two attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever.
c. If the difference is ten or greater, the opponent with the lower-factored weapon is entitled to two attacks before the opponent with the higher weapon factor is allowed to attack, and one further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack.
3. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after an initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable.