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\title{Punching \& Martial Arts}
\author{A Good Idea, but Poorly Implemented}
\date{\copyright1990 Bradley S. Hall}
\maketitle
\setcounter{page}{109}

{\noindent \it
{\Large A}D\&Dv2 has generated a great deal of controversy since its
introduction and has likewise
amassed a wealth of critics, an undue share many die-hard loyalists
will contest. Nevertheless, Brad takes
a punch and a snap-kick at the new rules and introduces a few of
his own as well-reasoned alternatives.\\}

{\noindent \Large T}he 2nd Edition Players Handbook and The Complete Fighters
Handbook offer a new and updated method for resolving hand to
hand and martial arts type combats.  This system is a definite
improvement over the 1st Edition system in its simplicity. 
However, the way in which the system was simplified leads to some
rather blatant logic flaws.  By far the worst problem with this
new method involves the amount of damage and \%KO at low levels. 
Statistically, low level characters have a better chance at a KO
than do higher (more experienced) characters.  This would seem to be
taking beginners luck a little too far!  In addition, standard
player logic says that the higher the number rolled to hit, the
better that hit was.  The new combat method often works contrary
to that logic.  The following three case studies will make it
painfully clear that these problems do exist and are too blatant
to ignore.

\begin{description}
\item[Case 1:] 2nd level Fighter (AC 4) vs an Orc (AC 7)

          Kygell, a 2nd level fighter, is waiting to ambush an
     Orc which has been following him through the woods for the
     last several miles.  When the Orc comes down the path,
     Kygell jumps out of a tree and surprises him.  Wanting to
     keep the Orc alive for questioning, he will try to knock out
     the Orc by punching.  He needs a 12 to hit.

          On his first punch, he rolls a 13.  In most cases, one
     would say that he barely hit the Orc.  However, according to
     the chart, a 13 means that he scored with a hook, does 2
     points of damage (maximum) and has a 9\% chance at a KO.

          On his second attack, he rolls a 19.  In most players
     minds, this is a very good hit.  However, according to the
     chart, a 19 means that he scored with a wild swing, does no
     damage and only has a 1\% chance at a KO.

\item[Case 2:]  7th Level Fighter (AC 3) vs 10th Level Gladiator (AC -3)

          Gistor, a 7th level fighter, made the mistake of being
     drunk one evening in the local Tavern, and challenging
     Torbar Skullbreaker, the local gladiator (10th level), to a
     fight.  The following morning, Gistor, being too proud to
     back down, agreed to go ahead with the fight.

          Before the fight begins, both contestants agree to use
     martial arts since neither one wants to die over this fight. 
     As the fight begins, Gistor takes the initiative and makes
     the first attack.  He needs a minimum of a 17 to hit the
     Gladiator.  On his first attack, he rolls an 18.  Thus, he
     just barely hit the Gladiator.  According to the chart,  he
     scores a Vitals-Kick, does 2 points of damage, and has an 8\%
     chance at a KO.  Incredible for just barely hitting the
     target.  The worst Gistor can do is 2 points of damage and a
     5\% KO.  Torbar, on the other hand, could get anything from 0
     points of damage and a 1\% chance at a KO up to 3 points of
     damage with a 15\% chance at a KO.  This fight is obviously
     not properly balanced.

\item[Case 3:]  2nd Level Fighter (AC 2) vs 10th level Fighter (AC 2).

          Several days after his encounter with the Orc, Kygell
     (See Case 1) gets stopped by a highway bandit (10th level
     Fighter) who asks him for all his gold.  Kygell, not
     realizing he is outclassed, attacks the bandit with his
     fists.

          In most players' minds, this is a complete miss-match. 
     Kygell needs a 17 to hit the Bandit while the bandit only
     needs a 9 to hit Kygell.  Statistically Kygell will hit the
     bandit 20\% of the time while Bandit can hit him 55\% of the
     time.  Let's assume both opponents are using martial arts. 
     If we average out the \%KO for each opponent, it would appear
     that the bandit has an average of a 4 1/2\% chance at a KO
     when he hits, while Kygell has an average of a 9 1/2\% chance
     at a KO if he hits.  This simple comparison indicates that
     as a fighter increases in level (i.e. experience), they get
     worse in their ability to use Martial Arts.  This is the
     opposite of what should be happening.  
\end{description}

     It should be obvious by now that this ``new and improved"
combat system doesn't work properly.  However, this doesn't mean
you should go back to the cumbersome system from 1st edition. 
     The following alternative method is similar to the method
above in that it is based on a single die-roll system.  However,
that is where the similarities end.  This alternative method is
used as follows.  Simply roll as usual to determine if a hit was
successful.  (All appropriate modifiers from the old system are
still applicable.)  If the hit is successful, subtract from the
to-hit roll the minimum number needed to hit the target.  Then
use this difference on appropriate chart below.  This will give
the type of blow which was landed, the damage done, and the \%KO
corresponding to that blow.  Strength and skill bonuses to damage
are unchanged.\\

\begin{center}
\begin{tabular}{|clcc|}
\hline                                        
\multicolumn{4}{|c|}{\large Alternative Punching Chart}\\
\hline
           Diff. & \multicolumn{1}{c}{Punch Type} & Damage & \%KO\\ 
           17+   & Haymaker       &  2  &    25 \\
           15-16 & Uppercut       &  2  &    25 \\
           13-14 & Hook           &  2  &    12 \\
           11-12 & Combination    &  2  &    10 \\
            9-10 & Cross          &  2  &     9 \\
            7-8  & Jab            &  2  &     7 \\
            5-6  & Kidney Punch   &  1  &     5 \\
            3-4  & Rabbit Punch   &  1  &     3 \\
            0-2  & Wild Swing     &  0  &     2 \\
\hline \hline
\multicolumn{4}{|c|}{\large Alternative Martial Arts Chart}\\
\hline
           Diff. & \multicolumn{1}{c}{Punch Type} &Damage&  \%KO\\ 
           15+   & Head Punch     &  3   &   30 \\
           13-14 & High Kick     &   2   &   20 \\
           11-12 & Vitals-Kick   &   2   &   15 \\
            9-10 & Vitals-Punch  &   2   &   12 \\
            7-8  & Side Kick     &   1   &    8 \\
            5-6  & Body Punch    &   1   &    4 \\
            3-4  & Low Kick      &   1   &    2 \\
            0-2  & Graze         &   0   &    1 \\
\hline
\end{tabular}
\end{center}

\vspace{.1in}

     Let's now reexamine the three cases discussed earlier.

\begin{description}
\item[Case 1:] \ 

          On his first swing, the fighter in this case only
     scored 1 higher than he needed to hit.  Therefore, according
     to the alternative method, he hit with a wild swing, does no
     damage, and has a 2\% chance at a KO.  Much more reasonable
     than 2 points of damage and a 9\% chance at a KO.

          On his second swing, the fighter connected with a punch
     7 higher than needed to hit the opponent.  According to the
     alternative method, he scores with a Jab, does 2 points of
     damage and has a 7\% chance at a KO.  This is much better
     than the 0 points of damage with a 1\% chance at a KO from
     the original method.

\item[Case 2:] \ 

          In this case, Gistor only scores 1 higher than he needs
     to hit the gladiator.  Therefore, by the alternative system,
     he grazed the Gladiator, does no damage and has a 1\% chance
     at a KO.  In the original system, his opponent would have
     been reeling from a blow doing 2 points of damage and having
     a 7\% chance at a KO.

\item[Case 3:] \ 

          In this case, Kygell, can, at best, only score 4 higher 
     than he needs to hit the bandit.  Thus, the best he can get
     is a low kick, doing 1 point of damage and having a 2\%
     chance at a KO.  The bandit, on the other hand, can score as
     much as 11 higher than he needs to hit.  This gives him a
     Vitals-Kick, doing 2 points of damage with a 15\% chance at a
     KO.

          If we again look at the averages for this combat, we
     see that Kygell has an average of a 1.4\% chance at a KO if
     he hits.  The bandit, on the other hand, has an average of a
     5.8\% chance at a KO if he hits.  This is a much more
     reasonable situation considering the large disparity in
     their levels.
\end{description}

     It has been shown that the ``new and improved" combat system
for punching and martial arts as presented in the 2nd Edition
Players Handbook and The Complete Fighter are seriously flawed
with respect to maintaining a proper fighting balance between
experience levels.  The concept of a single die roll system is
outstanding.  However, the implementation of this concept needs
help.  An alternative method like that presented here can make
this concept more realistic and more fun to use.\\

\vspace{.3in}
\begin{quote}
``Imagine if there were no hypothetical situations\ldots"
\begin{tabbing}
\ \ \ --- \=Bill Hunter\\
\>{\em hunter@estes.Sun.COM}\\
\>Sun Microsystems, Denver, Co.\\
\end{tabbing}
\end{quote}
                    
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