From: seah@fraser.sfu.ca (Simon Seah)
Subject: Re: Tackling, subduing NPC/PCs
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Fri, 24 Jul 1992 06:38:38 GMT

Summary from :  Dungeons & Dragons, Players Companion :  Book
                One, Copyright 1984 TSR, p6
    own comments in []
 
UNARMED COMBAT :  STRIKING
 
Strikes result in Stun or Knockout; only creatures with 4+ HD can
achieve Knockout results.
Strikes have no effect if defender is twice (or greater) the size
of the attacker.
Creatures with natural weapons (ex. claws) do not normally
Strike.
Creatures with multiple heads suffer few or no results until all
heads suffer Stun or Knockout.
Certain creatures are immune to Strikes :  undead, constructs,
oozes, jellies, molds, et. al.
If a creature is hit only by magical weapons, striking should have
no effect unless a piece of magical apparel is being worn (ex.
magical boot used to kick, magical glove while striking with
hands).
Creatures immune to normal weapons, but not requiring magical
weapons (ex. lycanthropes) cannot suffer damage from strikes, but
can suffer Stun or Knockout results.
 
Stun :  Victim cannot attack/concentrate; movement at 1/3rd rate,
        AC +4 penalty
Knockout :  Victim unconscious, completely helpless
 
Striking Procedure :
1) Intentions - announce intent to strike; must be empty handed
2) Initiative, attack - normal initiative and hit rolls
3) Results, Damage - base damage is the Strength bonus to damage;
   ignore strength penalties to damage
[   D&D uses 3-18 tables for stats
        STR 3 = -3 HR, Dmg; STR 18 = +3 HR, Dmg ]
4) Results, Stun/KO - Victim rolls (1d20 - Victim's CON).  If
   this value is >= 1, victim is Stunned for 1 round.  Save vs.
   Death Ray at +4 to avoid KO; duration of KO is the value
   rolled above.
    For monsters, CON is 2x HD, ignoring HP bonus; ex. 2+1 HD is
    CON 4.
 
Striking, Optional Rules :
1) Punch
    Only fist strikes cause KO.  All other strikes result in a
    maximum of Stun; duration of Stun is (1d20 - CON)
2) KO Results
    If victim has more HD than attacker, victim cannot be KOed
3) Pull Punch
    Victim can choose to either inflict full Strength damage, or
    no damage; may not choose a value in-between
4) Saving Throw
    Strength modifies Save vs. Death Ray.  ex. Strength 7 has -1
    penalty, therefore Save vs. Death Ray is at +4 - (-1) = +5.
[   Note difference between D&D and AD&D here.  In D&D, Strength
    bonus for striking and damaging is the same. ]
5) Object in Hand
    -2 to victim's save if a small, heavy, object used in strike.
6) Regenerating Victim
    Each point of Regeneration reduces KO duration 1:1.
    ex. a troll regenerating 3 hp/rnd is KOed 8r.  Troll recovers
    in 2 rounds :
        round 1 - 8 -1 (this round) -3 (regen) = 4 rounds left
        round 2 - 4 -1 (this round) -3 (regen) = 0 rounds left
7) Fighter Options
    Options of Multiple Attacks and Parry may be used while Striking.
    Multiple Attacks may be mixed between Unarmed Strikes and
    weapon attacks.
8) Haymaker
    When striking with fist, may take -5 penalty to hit and lose
    initiative, to inflict -4 penalty to Save vs. Death Ray.
    Any creature can be affected; creatures twice the size of the
    attacker are not immune to a Haymaker
[   Assumption is that a Haymaker overcomes size restrictions,
    but not the restriction against victim type :  undead,
    constructs, etc... are still not affected ]
 
 
Summary from :  Dungeons & Dragons, Players Companion :  Book
                One, Copyright 1984 TSR, p6,7
    own comments in []
 
UNARMED COMBAT :  WRESTLING
 
Any humanoid may use wrestling, regardless of level; state intent
to wrestle during Intentions phase.
Unintelligent monsters attack instead of Wrestle unless
controlled.
Armed opponents always gain initiative against wrestler.
Incorporeal undead (wraith, spectre, et. al.), oozes, jellies,
slimes, etc... are immune to some/all wrestling effects.
Special "Touch" abilities (ex. Energy Drain, Petrification by
touch, etc...) function normally during Wrestling.
    ex. a character wrestling a cockatrice must save vs.
    Petrification every round while in contact
 
Wrestling :  Wrestling Rating (WR)
WR =
    Level/2, round up
+   Dexterity Modifier
+   Strength Modifier
    [   again, note that D&D uses different scale for stats ]
+   AC without magic or DEX bonus
 
For Monsters
WR =
    HD x2
+   9 if monster not wearing armor
OR
+   AC if monster is wearing armor (ex. Orc, Ogre, most humanoids)
 
Wrestling :  Procedure
Roll 1d20, add WR.
The higher total Wins, ties indicate no result.
Each Win advances the victor one stage towards a Pin, or moves
victor out of a Grab or Fall back to Neutral stage.
The stages are :
1) [ Neutral ]
2) Grab
3) Fall
4) Pin
 
Pin :  Victim can do nothing.  Opponent may choose to inflict 1d6
damage (may add STR damage bonus) each round.  Intent to inflict
damage must be stated in Intentions phase.  Save vs. Death Ray
by victim avoids all damage.  Natural 20 on save breaks Pin and
victim may stand up.  If a group (see below) has pinned victim,
only one save required to avoid all damage.
 
Wrestling :  Multiple Wrestlers (3+ wrestlers)
For each group, the Leader is the one with the highest WR.
Group WR is that of the leader,
+   1 per member with 1/2 the HD of the leader, or less
+   5 per member with more than 1/2 the HD of the leader
 
A maximum of 4 attackers can Wrestle an opponent of equal size.
+4 per size multiplier (8 vs. x2 size, 12 vs. x3 size, etc...)
 
Wrestling [ :  External Influence ]
When a creature has Pinned a Wrestler and is then attacked by
another, defender may either
    Release victim and defend normally
OR
    Hold victim and defend against new attack at -4 to WR
        a Win indicates avoidance of attack; while holding a
        Pinned victim, no other Grabs can be made
 
Wrestling :  Optional Rules
1) Instant Pin
    A Win with a difference of 20+ on the roll of (1d20 + WR)
    indicates instant Pin of loser
2) Class Adjustment
    WR +1 for Fighter, Dwarf [ a seperate class in D&D ], and
    Thief, -1 for Magic User
3) Opponent with Multiple Attacks
    One attack is negated by each Pinning opponent.  Remaining
    attacks can be used.
    ex. 2 Pinning opponents vs. victim with 3 attacks :  bite, 2
    claws.  One bite and one claw can be negated; last claw
    attack can still be used to attack.
4) Simplified Rolls
    When comparing rolls, subtract lower WR from higher WR,
    opponent with higher WR adds 1d20 to find the net difference.
[   huh?  doesn't this mean the higher WR opponent always wins? ]
 
D&D Stat summary for STR and DEX :
            Initiative
Score  Mod      Mod
3      -3       -2
4-5    -2       -1
6-8    -1       -1
9-12   +0       +0
13-15  +1       +1
16-17  +2       +1
18     +3       +2
 
Simon
- hope I didn't miss anything