Combat: Pummeling, Grappling, Overbearing

 The party consists of: 

- Ambrose, a 3rd level fighter with a longsword (WSF 5, length 3.5') and chainmail armor+shield (AC4), DEX 13, STR 15.
- Alice, a fighter with a spear (WSF 6, length 6') and leather armor (AC 8)
- Alex, a cleric with a mace (WSF 7, length 2.5') and ring armor + shield (AC6)
- Amber, a thief with a short sword (WSF 3) padded armor (AC8)

The party confronts a group of 3 bandits, armed with short swords (WSF 3) and leather armor (AC8) at melee range.


Scenario 1.

Before initiative is determined, the party decides various actions. Ambrose elects to overbear on one of the bandits.

Everyone else elects to strike blows (melee), etc.

Overbear attacks resolve in the following order: surprise, charge, higher dexterity, higher initiative die roll  - "in that order" (DMG page 73).

The only condition that applies here is "higher die roll" - there is no surprise, no charge attacks, and no dexterity comparison available.

The party rolls a 4, the bandits roll a 3.

Ambrose's overbear attack will be first, followed by the rest of the melee attacks. Since the bandit has a short sword, the bandit may attack to "fend off" the overbear, but fails to hit Ambrose at AC4, rolling a 5 on a d20. (If the bandit had "hit", then the overbear attempt would have failed and the bandit could make a follow up attack "for real".)

Ambrose uses the MATRIX FOR FIGHTERS [...] (GMD page 74), at 3rd level, which is the column "3", and then rolls a 1d6.

He rolls a 3, adding the number of the column to get the "Variable Applicable to All Pummeling, Grappling, and Overbearing Attacks", is a 6.

The bandit he is overbearing rolls a 1d4 and adds his column value of "1". The roll is a 2, so the "variable" is 2+1=3.

Ambrose decides to use the bonus to his base chance to hit. The bandit uses his bonus as a penalty to that chance to hit. The adjustment is 6-3 = +3%

The base chance to "hit" with the overbear is the attacker AC (4) x 10%, or here 40%.

bonus from variable = +3%                        
per point of attacker STR = +15%

The bandit is not slowed, stunned, or held, Ambrose is not charging or leaping, and there is not a 10% or greater height or weight difference between them.

40+3+15=58%

Ambrose rolls... a 57, so the overbear is successful!

Ambrose then rolls percentile again on the OVERBEARING table.. an 86, or "opponent knocked to hands and knees", and the damage is 3+ STR bonus (+0), or 3 hp.

The actual damage is 3/2 = 1, and the balance is temporary damage which heals at 1hp/round.

In any case the bandit is now on the ground, on hands on knees. (And 50% likely to have dropped anything they were carrying, like that short sword.) 

While prone, the defender is subject to AUTOMATIC HITS from additional pummeling attacks, and +4 from melee attacks (against the bandit's AC of 8). Prone targets of melee attacks do not get DEX AC bonuses or benefits of shields.





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