Skip to content

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".