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Ars Magica for d20
Hermetic Mage Writeup
Cunning-folk Writeup
Change History
General Rules
New Feats
New Skills
Magic Mechanics
Laboratory Mechanics
Spell Casting Aids
Spell Conversion Notes
Samples and Downloads
Glossary
Designer Notes
Campaign
AD&D Cheat Sheet
House Rules
Master Maneuver Chart
Optional Rules Sheet
Player's Encyclopedia
Skill Costs
Player's Timeline and Narrative
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Primer
Schedule
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AD&D Cheat Sheet

See also the chart of all maneuvers and modifiers.

Sequence of Combat 

Sequence of steps through a round of combat

Each round: 

  1. GM secretly decides on monster actions

  2. GM asks players to announce actions

  3. Both sides roll initiative

  4. Take actions in initiative phases:

    Very fast actions

    Fast actions*

    Average actions

    Slow actions

    Very slow actions

    Actions delayed to end of round

  5. Resolve en-of-round issues

*You can start moving on the Fast phase, but you can't finish you action until the actual speed of your action, e.g. a weapon with a speed of slow wouldn't strike (or miss) until the Slow phase.

Combat Actions

What you can do during a combat round

(PHB p. 93–96) 

No-move actions
(Can adjust facing and move one square)

Attack

Bind wounds

Cast a Spell*

Cover

Fire/Throw Missiles (normal RoF)

Guard

Open stuck or secret door

Parry

Unarmed Combat

Use a Magical Item

* If spell is Slow or faster, caster can half-move at end of round.

Half-move actions
(Can move up to half of move rate then perform an action)

Attack

Charge

Fire/Throw Missiles (half the normal RoF)

Guard

Unarmed Combat

Withdraw

Full-move actions
(Can move up to full move rate and perform action)

Charge

Move

Run (2x base move)

Sprint (3x base move)

Monsters and characters with multiple weapons perform all attacks in same phase

Fighters with multiple attacks a round (like 3/2) make one attack per phase until done.

Attack Types

Flat-of-blade

Overbear

Punch

Initiative Roll 

(PHB 93–96)

Roll 1d10

If you get a 10, every action on your side is delayed one phase

If you get a 1, every action on your side is sped up one phase.

To-Hit Roll 

(PHB 89–91)

Calculate your needed to-hit roll:

subtract the target’s AC from your THAC0

Roll 1d20

add any bonuses from attack maneuvers (like charge)

add any bonuses from environmental effects

compare to needed to-hit roll (roll must be >= number)

Damage Roll

(PHB 103–104)

Based on the size of the target (ask GM):

roll the damage dice for the weapon you are using (see weapon list on character sheet)

apply any modifiers from attack maneuvers (like charge)

Saving Throw

(PHB 100–102)

Roll 1d20

add any bonuses from magic armor (if applicable)

add any bonuses from magic protection, e.g. rings (if applicable)

add any racial bonuses (if applicable)

Compare to appropriate save number (roll must be >= number)

Skill Roll

(PHB 55–56)

Roll 1d20

Compare to needed roll (roll must be <= number)

Initiative Modifiers

Magical Weapons
+2 or +3: speed up one phase
+4 or more: speed up two phases

Magic Item Phase
Potion: Average
Scroll: Very Slow
Rod, Staff, or Wand: Fast
Miscellaneous Magical Item: Average

Spell Casting Time
1–3: Fast
4–6: Average
7–9: Slow
1 round or more: Very Slow

Spell effects
Hasted: improve two phases
Slowed: penalized two phases
Wading in waist-deep water: one phase penalty
Wading in shoulder-deep water: two phase penalty
Call shot: one phase penalty

On higher ground than opponent
Set to receive opponent's charge
Wading or have slippery footing
In a foreign environment
Hindered (tangled, climbing)
Waiting
Using fists
Charging

To-Hit Modifiers

You are:

On higher ground than opponent: +1
Opponent is invisible-4
Opponent is off-balance: +2
Opponent is sleeping or held: automatic hit
Opponent is stunned or prone+4
Opponent is surprised: +1
Firing missiles from medium range-2
Firing missiles from long range-5
Attacking opponent’s rear+2
Charging+2
Calling a shot: -4
Attacking “flat-of-blade”: -4
Fighting unarmed attacker: +4
Using “off hand”: -2
Fighting two-handed: -2
Mounted; opponent smaller than mount+1
Attacking mounted opponent: -1
Mount is untrained: -2
Firing missiles from moving mount: -1 to –5
Target concealed or covered: -1 to –10

Damage Modifiers

You are:

Charging: x2*
Attacking “flat-of-blade”:
Fighting unarmed attacker+4

*Only if using appropriate weapon

Character Points

What you can do with Character Points

Character points are used to purchase weapon proficiencies. New weapon proficiencies usually cost 2 or 3 character points.
Similarly, character points are used to purchase nonweapon proficiencies. Purchasing a nonweapon proficiency usually costs from 2 to 5 points.
Points can be used to increase nonweapon proficiency scores. One character point improves a proficiency score by a +1 permanent bonus.
Priests and wizards can spend points to gain extra spells. Only one additional enchantment per level can be purchased this way, and the cost is 2 points plus 1 point per level of the spell purchased. Priests and wizards cannot purchase higher level spells than they can cast. Look to chapters four and eight for more information on magic and character points.
Character points also can be used in the course of play, not just during character creation or between adventures. During a game session, a player can spend saved points to give his character a second chance to accomplish a feat, or to reroll a failed attack, saving throw, proficiency check, or even a low damage roll.

 

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