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Post Posted: Tue Nov 04, 2025 6:51 am 
 

Hi all!

I would like to get some input from the brain trust about monster attacks. As an example, I'll use a griffon. Normally, it gets 2 claws and a bite attack, however, it seems silly to me to imagine a round of interaction between the griffon and an opponent where the griffon gets 1 attack per claw and one bite. Too formulaic. So, what I have usually done is taken the number of attacks and rolled a dice to see which attack definitely occurs, then allowed a % chance for each other attack. What I do is take the number of remaining attacks, subtract 1 and divide them into 100 to get the chance for that attack occurring. So if I roll a 6 sided and get a 5, the griffon gets a claw attack, then I roll 50% for the other claw and bite. If he had four attacks, I'd up the % chance of multiple attacks to 66% per attack. Obviously this weakens the monster, but it seems a lot more realistic than the griffon thinking "Ah, my turn! Claw/claw bite!". Does anyone have any thoughts? Are there any other combat systems that are more realistic?


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Post Posted: Tue Nov 04, 2025 11:14 am 
 

Thanks for sharing your thoughts! That’s an interesting methodology, though it might actually be more formulaic in practice.

I tend to view attacks as potential rather than guaranteed attacks. The attack rolls (and any modifiers) already determine the potential, and sometimes the griffon simply doesn’t get the opportunity to attack for whatever reasons. This keeps combat simpler and more natural, without needing extra mechanics or percentages. How you describe the attacks to the party can add realism without complicating the system.

If you don't already do so, you can add extra detail to combat, such as critical hits, fumbles, or situational modifiers for specific weapons, armor, or attack types. I incorporate some of these optional rules in combat, which gives the same sense of nuance as more complex systems without overhauling the core mechanics.  The critical hits/fumbles was published in Dragon #39, but it was also released later in Best of Dragon Magazine Vol. V.

There are systems that track attacks in even more granular detail, like Rolemaster or GURPS, where combat resolution includes hit locations, attack modifiers, armor penetration, and critical results by default. They are more complex overall and can sometimes bog down combat with technical details.  If you don't mind that, they can be possible alternatives.

  

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Post Posted: Tue Nov 04, 2025 3:34 pm 
 

I've always favored more realism in campaigns (I know, I know, realism in a fantasy world......) so I use a crit/fumble chart I compiled along with a chart of area struck. For crits/fumbles I use a simple system of 5% chance per level of a crit on a 20, and the reverse for fumbles (95% at L1 etc.). I've seen Rolemaster but I forgot I wanted to check out GURPS. Thanks, Bartie!


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Post Posted: Tue Nov 04, 2025 4:57 pm 
 

1E combat is necessarily abstract, and so, while I like realism, I have to take what the system gives me. That is, in each one minute round there are all kinds of strikes, parries, dashes, leaps, etc. The die rolls are only indicating the strikes that are the most meaningful - the ones that have potential to score physical or metaphysical damage. The DM is free to add or take away from those breakthrough chances.

That's diminishing returns for me, but to each their own - some prefer extremely abstract combat, such as BECMI, others like more involved systems (from what I hear, 3E). I use encumbrance, weapon speeds. weapvac, individual initiative, custom shield rules, etc., so there's enough for me to handle as it is.

  

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Post Posted: Tue Nov 04, 2025 5:27 pm 
 

Deadlord wrote in Monster attacks:I've always favored more realism in campaigns (I know, I know, realism in a fantasy world......) so I use a crit/fumble chart I compiled along with a chart of area struck. For crits/fumbles I use a simple system of 5% chance per level of a crit on a 20, and the reverse for fumbles (95% at L1 etc.). I've seen Rolemaster but I forgot I wanted to check out GURPS. Thanks, Bartie!

No problem!

That's an intriguing critical/fumble system.  Might incorporate something like that into our critical/fumble process.

I did leave out one other RPG system that you might find interesting... Power & Perils.  I left it out originally because it could be the most complex system that I've seen, but you should check it out to see what you think.

Here are the basic Powers & Perils combat mechanics:

Initiative:
Determined by combat experience, weapon speed, and modifiers (flying creatures often go first).

Declaration:
Everyone declares their action before rolling (attack, parry, dodge, etc.).

Attack Roll:
Roll d100 ≤ Attack Skill, modified by situation (range, facing, movement, etc.).
For creatures, each natural attack (claw, bite, tail, etc.) is rolled separately if it’s physically possible.

Defense:
Defenders can parry, dodge, or block - also rolled as a percentile.

Damage Calculation:
Damage = Base Weapon (or Natural) Damage + Strength Mod - Armor Protection
If a hit location is relevant, damage applies to that area.

Effects:
Criticals, injuries, or knockdowns occur based on the degree of success.
Fatigue or wounds can lower future rolls.

Not 100% sure these mechanics are correct.  You can check them out and download them here, though:

Powers and Perils - Index

  

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Post Posted: Wed Nov 05, 2025 8:31 pm 
 

Thanks, Bart, I'll check it out. I had P&P long ago but never checked it out. I use several other homemade variations on 1E such as weapons doing less base damage when used by non-combat classes, saving throws being a base number modified by relevant stat etc. I created a purely skill-based system which does away with classes, and while it is insanely realistic and flexible it is a bit intensive as far as tracking skill points; I haven't tested it yet but initial reactions are positive. Why shouldn't a "fighter" be able to learn to pick locks? The one are I am still struggling with is magic. I don't care for the Vancian system; I currently use a spell point-based system and make things such as scrolls rare. 1E is still the most brilliant game system ever designed, but the changes over the years have weakened the game IMO since, as I said, I strive for as much realism as possible. My players are the same way.


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Post Posted: Wed Nov 05, 2025 11:48 pm 
 

It sounds like you are basically playing Rolemaster, which was of course developed by some bright guys at UVA who wanted a more realistic combat system to use with AD&D and Arms Law was born.


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Post Posted: Mon Nov 10, 2025 8:38 pm 
 

Another thing I add is armor proficiency, same as weapons. If you've ever worn armor, it makes perfect sense.


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Post Posted: Mon Nov 10, 2025 11:43 pm 
 

Deadlord wrote in Monster attacks:Another thing I add is armor proficiency, same as weapons. If you've ever worn armor, it makes perfect sense.


Does a jock strap count as armor?

-SKA

  

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Post Posted: Tue Nov 11, 2025 9:33 pm 
 

Yes:

Jockstrap
Armor Type: Light
Armor Class (AC): 9
Maximum Dexterity Bonus: +6
Armor Check Penalty: –1
Movement Rate: 12"
Weight: Negligible

Description:
A basic leather-and-cloth support for the nether regions. Offers minimal protection (mostly moral support) while allowing maximum agility. Favored by athletes, bards, monks, and any adventurer who values comfort over full coverage.

Notes:
Slightly protects the groin; grants +1 morale bonus vs. surprise attacks from behind (only if the wearer is conscious of the danger).
No protection from swords, axes, arrows, or polearms aimed above or below the waist.
Can be worn under other armor without penalty.
Fully non-magical.  Do not attempt to enchant - it will fail.

  

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Post Posted: Wed Nov 12, 2025 10:45 pm 
 

I thought it was worn like this...
Attachment:
download.jpeg


-SKA

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Post Posted: Sat Nov 22, 2025 7:19 pm 
 

Wow, great idea. If I had thought of that with my ex we might still be together.
In all my decades of DMing and playing I don't recall anyone ever taking a groin shot. Not a lot of crit tables have them.


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Post Posted: Wed Dec 03, 2025 11:14 am 
 

Another thing I am going to start doing, in the same vein: I am reading the Palladium books and they give the warrior class multiple attacks right away. By 13th level (I think) most classes have four attacks. This makes PERFECT sense. Anyone else agree?


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Post Posted: Wed Dec 03, 2025 4:15 pm 
 

Another alternative, to work within the existing game system, is to permit fighters (or fighter types) to strike as many times as they have levels against creatures where level difference is five or greater (rather than just against those with less than 1 hit dice), or when their normal attack roll is 5 or more than necessary to hit (normally limited to when weapon speed differences are larger and tied initiative).

With that said, I don't think fighters need any more benefits. Besides, two-weapon fighting is already an option.

  

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Post Posted: Wed Dec 03, 2025 7:59 pm 
 

Thanks, that might work as well. I'll give it a shot.


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