Lately I've been on a bit of an OD&D kick, reading the original booklets that grew into the many games we have today and finding quite a lot of unexpected inspiration. Something that especially intrigued me (and actually the thing that made me decide to dig further) is its inclusion of not just one combat system but four combat systems. It has, with no exaggeration, made me rethink the way I structure combat.
Perhaps "inclusion" isn't the right word when they are literally not included and instead were part of another product you were expected to own. But the core game does tell you you're supposed to use them. Despite poring over the ancient texts for hours on end, I still have no idea how those original games were really played. Even in the middle of writing this and going over the source material, I realized I'd made a critical error in my understanding of how to use the systems in OD&D itself. Nonetheless, the idea still works: handle different types of combat differently.
∗ ∗ ∗
The Four Combat Systems in OD&D
Chainmail's primary system is that of mass combat. It's a game of simulating armies versus armies. It runs at a scale where a single figure represents 20 men. This is not the size of your typical RPG party, so you surely mustn't be expected to use this as-is in your typical "three-to-five dudes versus as many goblins" encounter. However, it might be useful where higher-level characters can mow down hordes of 1HD enemies. It gets complicated when you throw high level creatures into the mix - more on that later.
The Man-to-Man system provides additional rules for scaling combat down such that individual figures represent individual men and can act like a person instead of an army. This appears to be the standard mode for combat.
The Fantasy combat system provides a single table for resolving an attack between two fantastic figures, for instance a hero versus a dragon, or a wraith versus an elemental. This is pretty simple and bolts on to mass combat pretty easily, with the rest of the fantasy supplement detailing special abilities of fantastic creatures. It is weird, though, that a treant and a roc are chosen as two of only nine creatures on these tables - I suppose preempting players' desire to reenact Lord of the Rings was more important than providing some more generally applicable categories. I suppose that actually makes sense as an addition to Chainmail combat, rather than the smaller scale players-versus-monsters games that came from it. A majority of the space taken up is monster-versus-monster, although players were expected to have monstrous companions.
The Alternative Combat System is essentially what became the modern "roll a d20 against an AC" mechanic. What's interesting here is that this is literally the only thing provided, so OD&D still assumes you are using Chainmail for every other rule. Movement can be extrapolated, but crucial things like turn order and how missiles work are left entirely unmentioned. Hell, it's not even entirely clear which of the above systems this is supposed to be an alternative to - man-to-man or fantasy - or whether it's meant to entirely replace something, be used in conjunction with the others, or be used for specific situations.
Maybe we weren't meant to just play one of these. Most people seem to realize that standard combat and mass combat should be handled in different ways, but there are perhaps more suitable methods for handling other situations as well. The jury is still out on exactly when and why to use which parts of which systems.
∗ ∗ ∗
Five Systems in Harmony
Here are not three, not four, but five systems for different kinds of combats. They can all easily coexist within the same game. They need not necessarily be hugely different in mechanics (they're largely based on the same core) but they each provide a way of framing a certain scale of combat. Let's begin with the core and then we'll get to the interesting stuff.
Tactical Combat is the bog-standard combat in your game. If you're reading this, you already know it. It's Man-to-man Combat in Chainmail, it's the one where your party of 3-6 individuals face off against a similar number of similarly-powered individuals. It's the one you either play with minis on a map or just hand-wave spatial reasoning entirely. The important thing is it lets each character play a part and gives an opportunity for players to fight smart.
Mass Combat is another one you probably know, though these days you're a little less likely to actually play it out. According to some grognards out there, it's not something RPG players ever really did much of, because everyone just preferred to keep adventuring instead. It's still an important thing to have, and Errant does something very interesting with it: combines it with your standard combat, alternating turns between the players as a strike force and the larger combat happening around them. This is brilliantly cinematic and I will come back to the idea later.
Fantastic Combat is the boss battle, a showdown with a single powerful foe. You might think it's crazy to reduce that down to one single attack roll, and you'd be right. Think more cinematically. The arrow that brings down the dragon, climbing the colossus and driving your sword into its neck, the bomb into the maw of the worm - these are the final moments of a tense, one-sided battle where the underdog defies all odds. This is where I want to use Fantastic Combat. Much like the 1HP dragon, the players need to figure out how to fight the thing first, then they get their single roll to hit.
![]() |
| It's not so hard once you get up there. Don't screw it up. |
Quick Combat is one I didn't mention before. It's actually something that's fairly well-hidden within OD&D, although it isn't a system of its own. It is rather a consequence of the Fighting-Man being able to hit multiple 1HD figures at higher levels. A party including several high-level fighters could practically mow down a small army in a single turn. This doesn't exactly translate well to the turn-by-turn, individual-focused nature of modern Tactical Combat. I want to be able to have high-level players hack-and-slashing through low-level dungeons if they so choose, rather than rolling initiative around every bend. Something like Ominosity's single roll combat is perfect for this. The players could choose to play tactically and probably take no damage from these fights, but a quick and dirty option for blasting through dozens of mobs is available.
And finally, Duels bring the scale right down. This is more man-to-man than Man-to-man Combat. It's time to shine the spotlight on exactly how much this guy wants this other guy dead, and he wants to do it himself. I made a DCC minigame for this based around Cavegirl's system. This combines perfectly with the Errant treatment of mass combat, where the bandit chieftain decides to throw down with the party's warrior in the middle of a whole-party tactical combat: alternate turns between the big picture battle and the one-on-one duel.

No comments:
Post a Comment