Combat Modifiers¶
Many factors can modify the number a character needs for a successful hit. These variables apply to the to-hit number or the attack roll.
Strength modifiers¶
A character's Strength modifies both the chance to hit and the damage dealt:
- Applies always to melee attacks.
- Applies to damage only (not to-hit) for throwing axes, throwing daggers, and slings.
- Other ranged weapons (bows, crossbows, darts) are not modified by Strength.
See Ability Scores → Strength for the bonus table.
Magical items¶
A weapon's magical properties modify combat. Items granting an attack-roll or AC bonus are identified by a plus sign:
- A sword +1 improves to-hit by 1 and inflicts 1 additional point of damage.
- Chain mail +1 improves the wearer's AC by 1 (so AC 5 becomes AC 4).
- Cursed items apply a penalty instead — subtract from the attack roll, add to AC.
There is no limit to the number of modifiers that can be applied to a single die roll, nor to the total positive or negative number that can be applied.
No stacking similar items
You may not equip multiple magic items that provide a similar bonus — for example, two rings of protection, or a ring of protection together with magical leather armor.
Dexterity modifiers for missile weapons¶
A high Dexterity increases the chance to hit with missile weapons; low Dexterity lowers it. Dexterity affects the chance to hit only — it does not affect missile damage.
See Ability Scores → Dexterity.
Rate of fire (missile weapons)¶
Bows, crossbows, and other missile weapons have different rates of fire (ROF) — the number of missiles they can shoot in a single round:
- Bows and thrown daggers: 2 shots per round.
- Darts: 3 hurls per round.
- Crossbows and slings: longer reload, sometimes 1 per round.
- Throwing axes: 1 per round (too large to throw quickly).
Multiple shots are handled like other multi-attack sequences for initiative purposes.
Bonuses against the improperly equipped¶
- A character wielding a melee weapon receives +4 to-hit and damage against unarmed opponents. Monks are considered armed with their fists.
- A character wielding a missile weapon at melee range suffers a –8 penalty to strike attackers within reach; those attackers themselves get +4 to-hit and damage against the missile user.
The lesson: do not let your archer be melee'd, and do not let your front-line lose their weapon.
Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Improving the Odds in Combat", "Strength Modifiers", "Magical Items", "Dexterity Modifiers for Missile Weapons", "Missile Weapons in Combat: Rate of Fire", "Bonuses Against the Improperly Equipped".