DragonLance Saga

The Dragon Magazine™ Combat Calculator


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Welcome to DragonLance Saga Readings. Today we are reading the special attraction article The Dragon Magazine™ Combat Calculator by Laura and Tracy Hickman from Dragon Magazine #74, June 1983.

There is an updated version of this AD&D 1ed Combat Computer on the Mage of the Striped Tower blog: https://mageofthestripedtower.blogspot.com/2012/02/ad-1ed-combat-computer.html

https://youtube.com/live/z_zUWAMj034
Intro

Welcome to another DragonLance Saga Readings episode! It is Misham, Frostkolt the 21st. My name is Adam and today I am reading the Special Attraction article The Dragon Magazine™ Combat Calculator by Laura and Tracy Hickman from Dragon Magazine #74, June 1983.

I would like to take a moment to say thank you to all of the members of this channel for your time, attention and support. And remind you that you can always pick up Dragonlance gaming materials using my affiliate links in the description below.

Discussion
  • Mage of the Striped Tower: AD&D 1ed Combat Computer
    https://mageofthestripedtower.blogspot.com/2012/02/ad-1ed-combat-computer.html
  • One of the most complex and tiring tasks facing the
    earnest Dungeon Master in an AD&D™ adventure is the
    proper and efficient resolution of melee. Combat is a blessing
    and a curse: On one hand, it provides the right atmosphere
    for conveying the thrill and the danger of the
    heroic fantasy milieu; indeed, without combat there could
    be no game. On the other hand, even the most experienced
    DMs find the mechanics of conducting combat to be timeconsuming
    — even with all the pertinent charts, tables,
    and rules spread out before them — and players must wait
    to know the outcome while the DM is referencing and
    cross-referencing all of his charts and tables.
    Now, help is at hand. The DRAGON™ Magazine Combat
    Computer, reproduced on cardboard stock in the center
    of this issue of the magazine, is designed to help the
    DM save time and prevent mistakes when determining “to
    hit” numbers for missile or melee combat. It’s easy to
    assemble, and almost as simple to use.

    HOW IT GOES TOGETHER
    Carefully separate the sheet of cardboard from the rest of
    the magazine by pulling it gently away from the staples,
    or by prying up the ends of the staples, pulling the cardboard
    out, and re-closing the staples to keep the magazine
    Your Combat Computer will be stronger and more
    pages properly bound. The larger of the two discs is the
    durable if you glue a second sheet of cardboard to the
    unprinted side of the magazine cardboard. Be sure the
    adhesive you use forms a tight seal around the outer edge
    base, and the smaller disc is the plate.
    of each wheel, and around the edges of the windows that
    are cut out of the plate. For even more durability, you may
    choose to have the discs laminated after they are cut out.

    Cut around the outside of each disc along the heavy
    black outline, using a scissors and a steady hand. Then use
    a modeling knife, if you have one, and a straightedge to
    Use a sharp pointed object to punch a small “starter”
    cut out the gray blocks outlined in black on the front of
    hole in the center of each disc. Then push a small brass
    paper fastener through the holes to hold the plate against
    the plate. These holes are the windows through which the
    the top of the disc. Turn the assembly over and spread the
    tabs of the fastener flat against the back of the base. Turn
    armor class adjustments for various weapons are read.
    the assembly face up again and slide the discs around a
    few times to be sure they move freely.

    HOW IT WORKS
    The Combat Computer offers a quick way to crossindex
    the armor class of the defender with the experience
    level or hit dice of the attacker, which yields the attacker’s
    base “to hit” number.
    To determine this number, line up the pointer on the
    edge of the plate with the number on the inner ring of the
    base that represents the defender’s armor class. Look at the
    colored bands on the plate, known as the Class/Level Arc.
    (The divisions, reading from the outside in, are for fighters,
    monsters, clerics, thieves, and magic-users.) Find the
    colored band and the level or hit-dice range that applies to
    the attacker, and refer to the “break line” (to the left of the

    arrowhead) for that section of the colored band. Follow
    this line toward the edge of the base, and it will point to
    the base number needed “to hit” for that attacker against
    that defender.
    Example: A 3rd level fighter is attacking an adversary
    armored in chain mail (AC 5). Line up the pointer on the
    plate with the number 5 on the inner ring of numbers on
    the base. Locate the section of the fighter band (colored
    red) that pertains to 3rd-4th level characters and follow the
    path of that section’s break line toward the edge of the
    base. The break line points to the number 13, which is the
    fighter’s base chance “to hit” in this situation.

    ARMOR CLASS ADJUSTMENTS
    One of the most often overlooked parts of the AD&D
    combat system is the Armor Class Adjustment section of
    the weapons table on page 38 of the Players Handbook. It
    stands to reason that someone using his bare fist, for
    instance, ought to have a better chance to hit (and thereby
    do damage to) against an unarmored opponent than
    against an opponent wearing plate mail. Although most
    of the armor class adjustments for weapons are much more
    subtle than the bonuses and penalties for using a bare fist,
    they are all important; failure to take them into account
    during the resolution of melee can mean the death of a

    character or creature who otherwise would have survived.
    Unfortunately, the Combat Computer can’t automatically
    compute these adjustments, but it does display them.
    This is where the “weapon windows” on the plate come
    into use. When the Combat Computer is correctly aligned
    to yield a base “to hit” number, each window reveals the
    bonuses and penalties that apply for all the weapons listed
    in the Players Handbook. Without moving the plate, find
    the window that displays the adjustment for the weapon
    in question, and either subtract the number given from the
    character’s base “to hit” number, or add it to the player’s

    actual “to hit” die roll before determining success or failure.
    (Remember that subtracting a negative number is the
    same as adding a positive number of the same value.)
    Example: Our 3rd level fighter from the previous example,
    facing an opponent armored in chain mail, has a base
    “to hit” number of 13. His weapon of the moment is a
    battle axe. By looking in the proper window (immediately

    counterclockwise from the pointer, in this case), the DM
    notes that the battle axe brings with it a –1 penalty “to
    hit” against armor class 5. To account for this, the DM
    can either subtract –1 from the character’s base “to hit”
    number (making the number needed 14 instead of 13), or
    add –1 to the player’s actual roll (decreasing the result)
    before announcing whether a hit has occurred.

    APPARENT VS. ENHANCED ARMOR CLASS
    Anyone who has turned the plate too far in one direction
    or the other has already seen by now that something
    “goes wrong” when a defender’s armor class is better
    (lower) than 2: That is, the “weapon windows” don’t line
    up properly with the columns of numbers beneath them.
    Does this mean that the Combat Computer only works for
    armor classes of 2 through 10?
    No — but to use it for combat involving armor classes
    of better than 2, or for any melee involving characters having
    bonuses or penalties to their AC, it’s necessary to distinguish
    between apparent armor class and enhanced
    armor class.
    Regardless of the actual armor class a piece of equipment
    provides its wearer, the apparent AC of that armor is
    the same as for all armor of that type. The armor class
    adjustments given in the Players Handbook, and reproduced
    on the Combat Computer, only apply to apparent
    armor classes — those between 2 and 10 inclusive.
    For example, a man in +3 chain mail has an armor class
    of 2, for combat purposes. But the apparent AC of his
    armor is 5, just as for all types of chain mail. The armor
    class adjustments for weapons apply to all objects of a certain
    armor type, magical or not.
    A character’s actual armor class may be enhanced by a
    number of objects and factors: dexterity (high or low;
    “enhancement” works both ways), magic items, magic
    spells, possibly such things as physical condition. Whenever
    a defender’s armor class is enhanced for any reason,
    using the Combat Computer becomes a simple two-step
    process:
    First, line up the plate and the base according to the
    defender’s apparent armor class. Read the proper “weapon
    window” to obtain the armor class adjustment, if any, that
    applies to the attacker’s weapon.

    Then rotate the plate until the pointer is opposite the
    defender’s enhanced armor class number and read the
    proper “break line” of the Class/Level Arc to obtain the
    attacker’s base “to hit” number against that armor class.
    Take into account the armor class adjustment for weapon
    type determined in the first step, and the result is an accurate
    “to hit” determination that takes less time to perform
    than to describe.
    Example: Our 3rd level fighter won’t know it for a few
    more seconds, but his opponent is actually decked out in
    +4 chain mail. This gives his foe an actual (enhanced)
    armor class of 1, but still an apparent AC of 5, just as if
    the chain mail was not magical. To resolve the matter, the
    DM first lines up the Combat Computer as in the previous
    example, noting the “weapon window” and establishing
    that the fighter has a –1 penalty “to hit” with a battle axe
    against chain mail (apparent AC 5). Now he turns the
    plate so the pointer is lined up with armor class 1 on the
    inner ring of the base, and then reads up from the proper
    line on the Class/Level Arc. This reveals that the fighter’s
    base number “to hit” against armor class 1 is 17; this
    number is then modified either before or after the die roll
    to take the –1 penalty into account.
    As a double-check against accidentally lining up the
    plate and the base improperly, a black patch will appear
    in one or more of the “weapon windows” whenever the
    pointer on the plate is rotated beyond the range of armor
    classes 2 through 10. If black shows through any of the
    windows when you’re looking for a “to hit” number, that
    means you’re dealing with an enhanced armor class; to
    obtain the correct armor class adjustment for the attacker’s
    weapon (if you haven’t done that already), you’ll have to
    “back up” the plate to the defender’s apparent armor class
    so the correct adjustment will be displayed.

    OTHER ASSISTANCE
    Printed on the plate in note form in various places are
    many commonly used “to hit” adjustments, taken from
    the pages of the Players Handbook. These notes enable the
    DM to have at hand virtually all of the information
    needed to properly resolve a combat situation. Of course,
    many particular magic items and spells have an effect
    either on either the defender’s armor class or the attacker’s
    “to hit” number. These effects cannot be taken into
    account by a device such as the Combat Computer, and
    will have to be notated and allowed for by the DM when
    they are present.

    The Combat Computer, when used by itself, will prove
    to be a time-saver for the DM and also will serve as assurance
    to players that their characters’ “to hit” numbers are
    being calculated accurately and consistently. When used in
    conjunction with an AD&D Dungeon Masters Screen, or
    with the reference charts on page 124 of the Players Handbook,
    the Combat Computer will still help to speed up
    play by putting most of the essential information literally
    at the DM’s fingertips. Learn how to use the Combat
    Computer, and you’ll soon be playing a round of combat
    in almost as short a time as it takes to swing a sword!

    CREDITS
    Design and development: Laura and Tracy Hickman
    Graphic design: Roger Raupp
    Text editing: Kim Mohan

    The Dragon Magazine Combat Calculator
    Outro

    Thank you for tuning into this DragonLance Saga Reading! What did you think of the Combat calculator? Did you ever play AD&D? Feel free to email me at [email protected] or leave a comment below. 

    This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I thank you for joining me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

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