Dmg Optional Combat Rules

The General Workings of 1E AD&D Combat. The DMG does indeed have 'rules' laid out that say, 'This is how far apart the two sides will be.' The DM uses the optional rule that he's not actually dead yet, but soon will be. The ranger is missed with a roll of 1. At the end of round 3 the three remaining ogres now have 9, 3, and 1 hit points. I have long been an advocate of using Magic Realm's Optional Combat Rules (10.D.3), and in Jan 2003 I posted a long, detailed analysis of these rules to the Magic Realm Mailing List. For this month’s Unearthed Arcana, we’re showing off a few variant rules that you can use in your campaigns. Up for discussion are the options of having the players make all the die rolls at the table; using vitality points to better reflect the wear and tear a character suffers during combat; and creating a customized alignment system specific to your campaign. Oct 21, 2016  Other combat options the dm just normally makes the PCs do a skill check or opposed ability check. We also use some other house rules, like not getting hp back for a long rest, just hitdice.

Page number and name of optional or variant rule:
If you have any I missed, please let me know and I'll add it.
EDIT: Added 2 variants on p140 regarding potions and scrolls
22 Renown
50 Feywild Magic
52 Shadowfell Despair
59 Psychic Dissonance
59 Blessed Beneficence
59 Pervasive Goodwill
60 Overwhelming Joy
60 Hunter's Paradise
60 Beast Transformation
61 Intense Yearning
61 Immortal Wrath
61 Power of the Mind
62 Mad Winds
62 Abyssal Corruption
63 Prison Plane
63 Vile Transformation
63 Cruel Hindrance
64 Pervasive Evil
66 Bloodlust
66 Law of Averages
66 Imposing Order
67 Planar Vitality
93 Loyalty
96 Cleric: Death Domain
97 Paladin: Oathbreaker
131 Training to Gain Levels
140 Potion Miscibility
140 Scroll Mishap
141 Wands That Don't Recharge
230 Alternatives to Epic Boons
241 Only Players Award Inspiration
251 Flanking
252 Diagonals
253 Facing
263 Proficiency Dice
263 Ability Check Proficiency
264 Background Proficiency
264 Personality Trait Proficiency
264 Hero Points
264 New Ability Scores: Honor and Sanity
266 Fear and Horror
266 Healing: Healer's Kit Dependency
266 Healing: Healing Surges
267 Healing: Slow Natural Healing
267 Rest: Epic Heroism
267 Rest: Gritty Realism
267 Firearms
267 Explosives
268 Alien Technology
269 Plot Points
270 Initiative: Initiative Score
270 Initiative: Side Initiative
270 Initiative: Speed Factor
271 Action Options
272 Hitting Cover
272 Cleaving Through Creatures
272 Injuries
273 Massive Damage
273 Morale
285 Creating a Race or Subrace
287 Modifying a Class
288 Spell Points
289 Creating a Background

Combat damage is a special kind of damage that is dealt by creatures during combat.

Dmg Optional Combat Rules For Sale

Description[edit | edit source]

Unlike all other kinds of damage, combat damage is dealt only by creatures and only during the combat damage step of the Combat Phase. This type of damage does not use the stack and is equal to the power of the creature dealing the combat damage.

All creatures in combat deal combat damage at the same time, except when one or more creatures have first strike or double strike. In this case there are two damage assignment steps. In the first, all creatures in combat with first strike and double strike deal combat damage at the same time. Then, in the second, all creatures in combat that have not yet dealt combat damage or have Double Strike deal combat damage (this means creatures that lose Double Strike after dealing combat damage do not deal damage again).

An attacking creature that is blocked assigns combat damage among the creatures that block it. Blocked creatures with the Trample ability may also assign combat damage to players in certain cases.

An attacking creature that is not blocked assigns combat damage to its target - usually the defending player, but it could also be a planeswalker.

A blocking creature assigns combat damage among the attacking creatures it blocks, which is one creature except in the case of certain abilities.

Dmg Optional Combat Rules 2016

Attacking creatures that are blocked but have the blocking creature removed from combat before the Damage Assignment Step deal no combat damage. Attacking creatures with Trample may deal combat damage to the defending player in this case.

Dmg Optional Combat Rules

Rules[edit | edit source]

From the glossary of the Comprehensive Rules (October 4, 2019—Throne of Eldraine)

Combat Damage Step
Part of the turn. This step is the fourth step of the combat phase. See rule 510, “Combat Damage Step.”

From the Comprehensive Rules (October 4, 2019—Throne of Eldraine)

Dmg Optional Combat Rules
  • 510.Combat Damage Step
    • 510.1. First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:
      • 510.1a Each attacking creature and each blocking creature assigns combat damage equal to its power. Creatures that would assign 0 or less damage this way don’t assign combat damage at all.
      • 510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.
      • 510.1c A blocked creature assigns its combat damage to the creatures blocking it. If no creatures are currently blocking it (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If exactly one creature is blocking it, it assigns all its combat damage to that creature. If two or more creatures are blocking it, it assigns its combat damage to those creatures according to the damage assignment order announced for it. This may allow the blocked creature to divide its combat damage. However, it can’t assign combat damage to a creature that’s blocking it unless, when combat damage assignments are complete, each creature that precedes that blocking creature in its order is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.

        Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). Vastwood Gorger can assign 3 damage to the Guardian and 2 damage to the Elves, 4 damage to the Guardian and 1 damage to the Elves, or 5 damage to the Guardian.

        Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). During the declare blockers step, the defending player casts Giant Growth targeting Pride Guardian, which gives it +3/+3 until end of turn. Vastwood Gorger must assign its 5 damage to the Guardian.

        Example: The damage assignment order of an attacking Vastwood Gorger (a 5/6 creature) is Pride Guardian (a 0/3 creature) then Llanowar Elves (a 1/1 creature). During the declare blockers step, the defending player casts Mending Hands targeting Pride Guardian, which prevents the next 4 damage that would be dealt to it. Vastwood Gorger can assign 3 damage to the Guardian and 2 damage to the Elves, 4 damage to the Guardian and 1 damage to the Elves, or 5 damage to the Guardian.

        Example: The damage assignment order of an attacking Enormous Baloth (a 7/7 creature) is Trained Armodon (a 3/3 creature) that already has 2 damage marked on it, then Foriysian Brigade (a 2/4 creature that can block an additional creature), then Silverback Ape (a 5/5 creature). The damage assignment order of an attacking Durkwood Boars (a 4/4 creature) is the same Foriysian Brigade, then Goblin Piker (a 2/1 creature). Among other possibilities, the active player may have the Baloth assign 1 damage to the Armodon, 1 damage to the Brigade, and 5 damage to the Ape, and have the Boars assign 3 damage to the Brigade and 1 damage to the Piker.

      • 510.1d A blocking creature assigns combat damage to the creatures it’s blocking. If it isn’t currently blocking any creatures (if, for example, they were destroyed or removed from combat), it assigns no combat damage. If it’s blocking exactly one creature, it assigns all its combat damage to that creature. If it’s blocking two or more creatures, it assigns its combat damage to those creatures according to the damage assignment order announced for it. This may allow the blocking creature to divide its combat damage. However, it can’t assign combat damage to a creature that it’s blocking unless, when combat damage assignments are complete, each creature that precedes that blocked creature is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.
      • 510.1e Once a player has assigned combat damage from each attacking or blocking creature they control, the total damage assignment (not solely the damage assignment of any individual attacking or blocking creature) is checked to see if it complies with the above rules. If it doesn’t, the combat damage assignment is illegal; the game returns to the moment before that player began to assign combat damage. (See rule 722, “Handling Illegal Actions.”)
    • 510.2. Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.

      Example: Squadron Hawk (a 1/1 creature with flying) and Goblin Piker (a 2/1 creature) are attacking. Mogg Fanatic (a 1/1 creature with the ability “Sacrifice Mogg Fanatic: Mogg Fanatic deals 1 damage to any target.”) blocks the Goblin Piker. The defending player sacrifices Mogg Fanatic during the declare blockers step to deal 1 damage to the Squadron Hawk. The Hawk is destroyed. The Piker deals and is dealt no combat damage this turn. If the defending player instead left Mogg Fanatic on the battlefield, the Fanatic and the Piker would have dealt lethal damage to one another, but the Squadron Hawk couldn’t have been dealt damage.

    • 510.3. Third, the active player gets priority. (See rule 117, “Timing and Priority.”)
      • 510.3a Any abilities that triggered on damage being dealt or while state-based actions are performed afterward are put onto the stack before the active player gets priority; the order in which they triggered doesn’t matter. (See rule 603, “Handling Triggered Abilities.”)
    • 510.4. If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

Rulings[edit | edit source]

  • If a blocker is removed the attacker is still considered blocked and only assigns combat damage if it has trample.[1]

References[edit | edit source]

  1. If a blocking creature leaves the battlefield, is the attacker still blocked, or will it damage the opponent?
100. Game Concepts
200. Parts of a Card
300. Card Types
400. Zones
500. Turn Structure
600. Spells, Abilities, and Effects
700. Additional Rules
800. Multiplayer Rules
900. Casual Variants
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