CUSTOM: Critical Hit/Fumble Variant.

One of the things Ive never really liked about 3e combat is that its very
static. There`s a little bit of movement, but for the most part characters
go toe to toe with opponents, roll attacks and take/deliver damage. There
are, of course, rules to make it more dynamic (trip, bull rush, etc.) but
since they provoke attacks of opportunity, players are reluctant to use
them unless their PCs also take feats or a particular prestige class to
avoid the AoO. The following critical hit/fumble variant is meant to make
combat more dynamic.

Fumble

When you roll a 1 on an attack roll you provoke a fumble threat. You must
make a Reflex save (DC 15) to avoid a fumble. If you do fumble one of your
opponents (determined randomly if you face multiple opponents) gets to roll
on the table below.

NOTE: At present I think Im going to use this for both melee and missile combat. The results of the table below are almost all melee options, of course, so it might be argued that an opponent at a distance would not provoke a character to drop his/er weapon because of a free disarm attempt or fall prone because of a free trip attack, but the results here are not necessarily meant to represent an opponent performing that action. Rather, it represents a character who fumbled actually losing his grip or stumbling in the highly abstracted D&D combat. More powerful/skillful opponents do put people in a position where they are more likely to make mistakes, so using the opponents values for the results of a fumble check will reflect
that. Im not wild about the DC 15 Reflex save to avoid the fumble. Id
prefer an opposed check, but I couldn`t come up with what traits that check
would be based on.

Critical Hit Variant

After a critical hit is confirmed roll on the following table to determine
additional effects. Taking an additional critical hit effect is
optional. That is, if you get a critical hit on a target and roll a 6 on
the table below you dont have to make the free grapple attack if you dont
want.
d12 Result
1 Free strike at armor or shield (50/50).
2 Free disarm attempt. (If target is unarmed reroll this result.)
3 Free sunder attempt. (If target is unarmed reroll this result.)
4 Free feint.
5 Free bull rush attack.
6 Free grapple check.
7 Free trip attack.
8 Make a DC 15 Will save or be dazed for 1 round.
9 Make a DC 15 Will save or be blinded for 1 round.
10 Make a DC 15 Will save or suffer -2 to Str or Dex (50/50)
for 1 round.
11 Target or fumbler suffers x1 of subdual damage.
12 Roll twice ignoring this result if rolled again.

Of these 8-11 are the ones Im least enthused about. Id rather an opposed
roll, but again I couldnt think of what trait(s) would oppose one another for the purpose of those effects. #11 is OK, but again theres no opposed
roll which I`d like for all the effects.

Anyone have thoughts on this?
Gary


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[b]Orginally posted by geeman

   One of the things I`ve never really liked about 3e combat is that it`s very

static. There`s a little bit of movement, but for the most part characters
go toe to toe with opponents, roll attacks and take/deliver damage.
[/b]

I agree. Call me a war gamer if you want :stuck_out_tongue: , but I would like if the combat were more tactical. IMC we use the optional rule of the DMG that when you roll a natural 1 on an attack roll you must make a DC 10 Dex check or fumble. The rule is abstract on what is fumble - it says the standard is to concede an AoO, but it can be other things, like falling prone.
This ruling is nice, but IMO it could depend less on the DM to determine what is the fumble. Like what Gary made, a table…
I would also like to have a critical hit system like that found on the AD&D Combat and Tatics (that one was cool, but maybe too complex). I say that because I like when, for example, Anakin’s arm is cut off… it can be fun to have a fighter with a history (this hand I lost when I was battling the Gorgon and the Kraken…). It’s hard to have this with the abstract hp system.
Ok, I admit, I’m sadictic with my PCs :wink: .

Orginally posted by geeman
8 Make a DC 15 Will save or be dazed for 1 round.
9 Make a DC 15 Will save or be blinded for 1 round.
10 Make a DC 15 Will save or suffer -2 to Str or Dex (50/50)
for 1 round.

Good effects, but why Will save? Don’t you think that Fortitude fits more?

At 06:34 AM 9/11/2002 +0200, Sir Justine wrote:

>>8 Make a DC 15 Will save or be dazed for 1 round.
>>9 Make a DC 15 Will save or be blinded for 1 round.
>>10 Make a DC 15 Will save or suffer -2 to Str or Dex (50/50) for 1 round.
>
>Good effects, but why Will save? Don`t you think that Fortitude fits more?

I guess there`s an argument for Reflex saves too.

I made it a Will save to reflect a sort of “shake it off” kind of effect
for effect 8 and 9 (dazed and blinded.) Originally, effect 10 was Str, Dex
or Con, so I made that Will so that it couldn`t double up on the ability
score. That is, I wanted to avoid a Fortitude save needed to prevent a Con
loss, and I just kept it a Will save even though I switched the ability
score lost to Str or Dex alone.

Gary


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Sir Justine <brnetboard@TUARHIEVEL.ORG> wrote at 02-09-11 06.30:

> Orginally posted by geeman
>
> One of the things Ive never really liked about 3e combat is that its very
> static. There`s a little bit of movement, but for the most part characters
> go toe to toe with opponents, roll attacks and take/deliver damage.
>

The quality of 3E cobat is that it IS tactical. This is one of the strong
points of the game.

You can choose between stepping and moving - which effectively gives more
options to unengaged “reserves”. A cornered character cannot be otflanked -
but neither can he flee or maneouver. With a few rogues involved, the
question of flanking becomes paramount.

Similarily, which mounted lances about, lines become very valuable; it is
the only way to prevent those Ride-By attacks.

And reach adds a lot of tactical issues, as well.

Of course, this does not mean that there could not be more such tactical
rules - but beware overcomlexivity.

/Carl


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On Wed, 2002-09-11 at 06:27, Gary wrote:

One of the things I`ve never really liked about 3e combat is that it`s very
static.  There`s a little bit of movement, but for the most part characters
go toe to toe with opponents, roll attacks and take/deliver damage.  There
are, of course, rules to make it more dynamic (trip, bull rush, etc.) but
since they provoke attacks of opportunity, players are reluctant to use
them unless their PCs also take feats or a particular prestige class to
avoid the AoO.  The following critical hit/fumble variant is meant to make
combat more dynamic.

One of the things I`ve never really liked about 2e combat is that they
made the incredibly stupid mistake of attempting to make it simulate
real combat (against the strongest advice from EGG). One of the basic
tenets of AD&D was that the combat system had nothing whatsoever to do
with simulating combat. A one minute round was abstracted into a single
die roll and that was that - all the feints, multiple attacks, dodges,
maneuvers, swishing and swooping, movement etc - all abstracted into a
single simple roll, no need for initiative, weapon speed, hit locations,
critical hits, and all the other detail that can be added infinitum when
you try and simulate something. Perfect!

Fumble

When you roll a 1 on an attack roll you provoke a fumble threat.  You must
make a Reflex save (DC 15) to avoid a fumble.  If you do fumble one of your
opponents (determined randomly if you face multiple opponents) gets to roll
on the table below.

NOTE: At present I think I`m going to use this for both melee and missile
combat.  The results of the table below are almost all melee options, of
course, so it might be argued that an opponent at a distance would not
provoke a character to drop his/er weapon because of a free disarm attempt
or fall prone because of a free trip attack, but the results here are not
necessarily meant to represent an opponent performing that action.  Rather,
it represents a character who fumbled actually losing his grip or stumbling
in the highly abstracted D&D combat.  More powerful/skillful opponents do
put people in a position where they are more likely to make mistakes, so
using the opponent`s values for the results of a fumble check will reflect
that.  I`m not wild about the DC 15 Reflex save to avoid the fumble.  I`d
prefer an opposed check, but I couldn`t come up with what traits that check
would be based on.


Critical Hit Variant

After a critical hit is confirmed roll on the following table to determine
additional effects.  Taking an additional critical hit effect is
optional.  That is, if you get a critical hit on a target and roll a 6 on
the table below you don`t have to make the free grapple attack if you don`t
want.
d12  Result
  1   Free strike at armor or shield (50/50).
  2   Free disarm attempt.  (If target is unarmed reroll this result.)
  3   Free sunder attempt.  (If target is unarmed reroll this result.)
  4   Free feint.
  5   Free bull rush attack.
  6   Free grapple check.
  7   Free trip attack.
  8   Make a DC 15 Will save or be dazed for 1 round.
  9   Make a DC 15 Will save or be blinded for 1 round.
10   Make a DC 15 Will save or suffer -2 to Str or Dex (50/50)
      for 1 round.
11   Target or fumbler suffers x1 of subdual damage.
12   Roll twice ignoring this result if rolled again.

Of these 8-11 are the ones I`m least enthused about.  I`d rather an opposed
roll, but again I couldn`t think of what trait(s) would oppose one another
for the purpose of those effects.  #11 is OK, but again there`s no opposed
roll which I`d like for all the effects.

Anyone have thoughts on this?
Gary

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If you search for a critical-hit rule, look at the 2. Edition source book “Combat and tactics”. However, the fumble and critical hit rule you invented do not fit to the 3. Edition rules.

for example the rules in the epic level handbook make the die rolls open-ended: if you throw a 20, you can make an additional throw and add them together.

i have seen several critical hit rules in D&D, and it nether worked well compared to “Rolemaster” o.a.

Further how do you handle the critical thread range of weapons with this rule?

At 12:51 PM 9/11/2002 +0200, Azrai wrote:

> Further how do you handle the critical thread range of weapons with this
> rule?

When I scribbled that table up I imagined that it would be used as an
addition to the standard critical hit rules. That is, you still need to
confirm a critical threat, the critical hit still does a multiplier of
damage according to the weapon type, then you roll on that table. The idea
being that all three steps require a die roll and the results of third step
on that table is more often than not an opposed check rather than the
automatic effect of most critical hit tables Ive seen. Thats why I
wanted some sort of opposed check rather than a DC for the fumble section,
and why I wanted all the options on that table to be opposed as
well. Thematically opposed checks fit in with the overall concept that
these are “forced” effects and if all the effects have a similar game
mechanic then the option has some consistency, which is why Im not satisfied with the options that dont have an opposed check in them.

Gary


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I see.

concerning the opposed checks there were some good rules for criticals in the “Dark Sun Gladiator Handbook”. I have to read it up somehow.

The thing I less like in the D&D hp system is that characters don’t get any weaker as they get wounded. A fighter with 100 hp fights unhurt as well as with 1 hp left.
IMC we made a house rule to fix this: when the character reaches 50% of his total hp he gets fatigated (-2 Str and Dex; can’t run or charge), and when he gets to 25% of his total hp he gets exausted (-6 Str and Dex; can’t run or charge; moves at half his normal speed). So, a character with 18 hp gets fatigated with 9 hp left and exausted with 4.
A like this because it’s simple to use, but a lot more realistic than the base D&D rules.

Hello, I am new to the board and I hope you don’t mind a newbie throwing in his say.
Maybe I just have really good PCs but the battles in my campaign are never static. There is a lot of moving around and repositioning of characters to achieve strategic advantages during fights. For this reason, I guess I don’t see the need for a critical hits or fumble chart.
Mind you, I think that the fumble chart is a good idea. I have always liked the chance for a character to fumble. I might put the fumble in a manner similar to the way that crits are handled. If you roll a 1, roll again. If you miss the monsters AC with your second roll then it is a fumble.
What I have to say about Crit charts and the major things like that is what 3rd edition book says about them. They are more likely to hurt the characters rather than help them. The characters are often going to be going against forces larger in number then they are which means their enemies have greater chances of rolling a critical hit and rolling them more often then the PCs. In this manner I think that the critical chart might become more redundant for the PCs who are constantly having to make some grapple or get some limb cut off. Especially for instances of limbs getting cut off because it can so debilitate to a character. PCs probably won’t be happy with constantly having to spend all of the gold they earn on regeneration spells. Despite being a DM, I still have to bear in mind that characters are playing the game for their own enjoyment.
Of course, this is all just personally preference from me, so take it with a grain of salt. I am just trying to discuss an opposite view.
Take Care,

James

At 03:53 AM 9/12/2002 +0200, KnightEagle wrote:

>Maybe I just have really good PCs but the battles in my campaign are never
>static. There is a lot of moving around and repositioning of characters
>to achieve strategic advantages during fights. For this reason, I guess I
>don`t see the need for a critical hits or fumble chart.

“Static” probably wasnt the right word for me to use. At least, I dont
mean “static” in the sense that 3e combat has no movement, or that theres no tactical positioning. What I mean is that for the most part combat is "static" in the sense that things like dropping a weapon, falling down, forced movement (bull rush)--things that happen when one is actually fighting--dont occur unless the characters involved take on specific
prestige classes or feats that eliminate the attacks of opportunity
provoked by performing those actions.

Mind you, I think that the fumble chart is a good idea. I have always
liked the chance for a character to fumble. I might put the fumble in a
manner similar to the way that crits are handled. If you roll a 1, roll
again. If you miss the monsters AC with your second roll then it is a fumble.

AC is probably better for a “fumble threat” than the DC 15 I had in there,
but I still would prefer some sort of opposed roll… Using AC is a
little dicey to me because it makes one more likely to fumble against
better armor rather than better opponents.

What I have to say about Crit charts and the major things like that is
what 3rd edition book says about them. They are more likely to hurt the
characters rather than help them. The characters are often going to be
going against forces larger in number then they are which means their
enemies have greater chances of rolling a critical hit and rolling them
more often then the PCs.

What the DMG says on the subject is that critical hits will be delivered to
PCs than to particular NPCs because PC are engaged in most every combat,
and a given NPC may be in only one. Personally, Im not so sure I buy that logic, but even assuming its correct the concern isnt such a problem using this particular table because the results arent particularly more
deadly than standard critical hits. Arguably, the most drastic result
would be to daze the target for 1 round. Essentially, most of the other
effects force a move equivalent action on the target critically hit to pick
up the dropped weapon, stand up, etc. Dealing with a grapple can be a
pain, but again not nearly as drastic as losing a limb, being permanently
blinded or the results of most other critical hit tables.

In this manner I think that the critical chart might become more redundant
for the PCs who are constantly having to make some grapple or get some
limb cut off. Especially for instances of limbs getting cut off because it
can so debilitate to a character. PCs probably won`t be happy with
>constantly having to spend all of the gold they earn on regeneration
>spells. Despite being a DM, I still have to bear in mind that characters
>are playing the game for their own enjoyment.

None of the effects on the critical/fumble table I proposed would cause
permanent damage, so I dont think thatll be a problem.

Gary


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On Thu, 2002-09-12 at 10:22, Sir Justine wrote:

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 Sir Justine wrote:
 The thing I less like in the D&D hp system is that characters don`t get any weaker as they get wounded. A fighter with 100 hp fights unhurt as well as with 1 hp left.
IMC we made a house rule to fix this: when the character reaches 50% of his total hp he gets fatigated (-2 Str and Dex; can`t run or charge), and when he gets to 25% of his total hp he gets exausted (-6 Str and Dex; can`t run or charge; moves at half his normal speed). So, a character with 18 hp gets fatigated with 9 hp left and exausted with 4.
A like this because it`s simple to use, but a lot more realistic than the base D&D rules.

How is it more realistic? According to the original rules for hit points
the loss of 50% (or more) of your hit point total does not indicate any
wounds at all (beyond simple scratches treatable with band-aids). Why
would that fatigue you? A characters hit points represent their luck and
skill at avoiding damage, not their ability to absorb damage. (The DMG
states that such a notion would be ludicrous in the extreme)

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On Thu, 2002-09-12 at 13:27, Gary wrote:

At 03:53 AM 9/12/2002 +0200, KnightEagle wrote:

&gt;Maybe I just have really good PCs but the battles in my campaign are never
&gt;static.  There is a lot of moving around and repositioning of characters
&gt;to achieve strategic advantages during fights.  For this reason, I guess I
&gt;don`t see the need for a critical hits or fumble chart.

"Static" probably wasn`t the right word for me to use.  At least, I don`t
mean "static" in the sense that 3e combat has no movement, or that there`s
no tactical positioning.  What I mean is that for the most part combat is
"static" in the sense that things like dropping a weapon, falling down,
forced movement (bull rush)--things that happen when one is actually
fighting--don`t occur unless the characters involved take on specific
prestige classes or feats that eliminate the attacks of opportunity
provoked by performing those actions.

Huh - don`t happen? - how do you get there? because there are no tables?
Sack your DM! (or explain nicely to him that you want more description
in the combat results beyond - you hit - he missed). 3e sure is
different from the original game.


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The combination of looking at medieval swordfighting
manuals and watching movie fighting and I think that
some better system of working trips, unarmed blows, and
disarm attempts into combat.

Fumbles could be a way to add some of this. Perhaps
rolling less than a 5 on the d20 in attack, even when it
hits, provokes a free trip, disarm, unarmed, or shield
attack. Personally, I`d like to see more of it.

Kenneth Gauck
kgauck@mchsi.com


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At 01:50 PM 9/12/2002 +1000, Peter Lubke wrote:

>Huh - don`t happen? - how do you get there? because there are no
>tables? Sack your DM! (or explain nicely to him that you want more
>description in the combat results beyond - you hit - he missed). 3e sure
>is different from the original game.

What 2e combat mechanics are you talking about here, Peter?

Gary


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Orginally posted by Peter Lubke
How is it more realistic? According to the original rules for hit points
the loss of 50% (or more) of your hit point total does not indicate any
wounds at all (beyond simple scratches treatable with band-aids). Why
would that fatigue you? A characters hit points represent their luck and
skill at avoiding damage, not their ability to absorb damage. (The DMG
states that such a notion would be ludicrous in the extreme)

Sure, I know that when I hit you with a dagger, it doesn’t means that the dagger has perfured your chest and ripped your lung, or whatever :wink: ! What I’m saying is that the D&D hp system is TOO abstract. So, a character with 1 hp left is as well as one with full hp? And why the one with 1 hp left will fall unconscios if he then falls from 10 ft.? Or a child hit him with a stone? (I’m no hero, but I can manage to fall from 10 ft. high and remain conscious :stuck_out_tongue: )
As it says on the DMG, a fighter with 100 hp and 10 damage isn’t hurt very much, but one with 10 hp and 5 damage is…
And I say more realistic because anyone that fights and is hit, or just barely hit (D&D vision of hp) only gets tired and weaker. In D&D, you can be almost falling unconscious or dead and fightning as well as if you were unhurt and not tired. I really don’t agree with this…

On Thu, 2002-09-12 at 16:10, Gary wrote:

At 01:50 PM 9/12/2002 +1000, Peter Lubke wrote:

&gt;Huh - don`t happen? - how do you get there? because there are no
>tables?  Sack your DM! (or explain nicely to him that you want more
>description in the combat results beyond - you hit - he missed). 3e sure
>is different from the original game.

What 2e combat mechanics are you talking about here, Peter?

A combat die roll was to determine the overall result of a one minute
combat round (this is an original concept that got mistranslated and
f**ked up in 2e - leading to so many people being totally confused about
D&D combat). This one minute combat round consisted of multiple attacks
feints movement, weapon changes etc. Only the result is determined by
rule (or by roll). There`s no weapon speed, no “who strikes first” –
because such a concept is absurd in this situation. Instead you get a
far far richer combat system capable of a full and complete range of
results - but requiring some imaginative input from players and DM.

There were a large number of strange things in (original) D&D combat
that made life interesting for someone that wasnt completely familiar with the rules. For example, if you were -1 to hit someone, that did not mean that you subtracted 1 from your to hit die roll ! Huh? Yes, well you have to read the whole set of rules and not jump to conclusions (even apparently obvious ones). 1e had initiative right?, - again yes, but not for a melee situation. The concept is in fact both simple and extremely powerful, allowing combat results not possible in 2e or 3e -- a dying mans attack for example, or mutual kill strokes. The 2e
editors (persons not well versed in playing the game, BTW) perhaps did
not understand themselves, and rather than explain the system in a
better way, thought that they could create a better system (wrong,
failed - thAC0 sucks), (or perhaps they really did think that`s how it
worked - which is even more sad sad sad).

By 2e, (especially the supplements), there was a movement to create a
simulation of actual combat. Quite apart from the time mechanics, and
the impossibility of agreeing on an appropriate level of detail, this
causes an enormous mismatch with the other systems (spells, missile,
movement, role-playing). Roleplaying suffers because now you have to
have a proficiency (2e) or a feat or a skill in a certain maneuver
(or whatever). Simulations at a mechanical level should be left to
computer games of the first person shooter genre.

From a role-playing perspective, (and this is the basic premise of the
original game) - all that is necessary is for the player to state his
characters intentions using whatever level of detail he feels
comfortable with (although the DM may ask for additional relevant
informations). e.g. “Hathor charges the kobolds swinging his greatsword”
Now the attack roll may be a 1 or a 2, indicating that Hathor not only
missed but missed quite badly, and the DM need only state “you missed” -
but, given the players slightly more embellished “I attack” statement,
it would be better role-playing to respond with “In charging forward,
Hathor failed to notice a rock, tripped and lost his grip on his sword,
while falling to the ground”. Such a statement in no way restricts
Hathor from attacking normally the following round (one minute is a
rather long time - certainly long enough for Hathor to have retrieved
his sword either toward the end of the last minute or in the next -
Hathor has already completed the full effects of the “fumble” so to
speak). To say that it didn`t happen because there were no “rules” or
“table” for it ignores the underlying concept and principle tenet of
role-playing in the first place,


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On Thu, 2002-09-12 at 17:17, Sir Justine wrote:

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 Sir Justine wrote:

Orginally posted by Peter Lubke
How is it more realistic? According to the original rules for hit points
the loss of 50% (or more) of your hit point total does not indicate any
wounds at all (beyond simple scratches treatable with band-aids). Why
would that fatigue you? A characters hit points represent their luck and
skill at avoiding damage, not their ability to absorb damage. (The DMG
states that such a notion would be ludicrous in the extreme)

Sure, I know that when I hit you with a dagger, it doesn`t means that the
dagger has perfured your chest and ripped your lung, or whatever;) ! What
I`m saying is that the D&D hp system is TOO abstract.

perforated – but hey, its not a spelling bee. Ever wondered why a dagger does 1-4 and a sword 1-8 ? Why those` numbers especially? (This
is a bit left of the topic) A character on 1 hit point struck by a
dagger (with no bonuses) will be at 0 to -3, while a sword can do 0 to
-7. Thus a dagger can only lightly wound on its first blow, while a
sword can inflict serious or even critical wounds. But back to the point
…

So, a character with 1 hp left is as well as one with full hp?

Yes, absolutely. Take two characters, who have lost no hit points at
all. One is an ordinary human (say a clerk) with but 2 hit points
anyway. The 2 hit points represent his capacity – not to take or absorb
damage, but to avoid such damage in a combat (or other potentially
dangerous situation). The second is a fighter lord with an 80 hit point
total. Both are equally healthy - and both will die from a single sword
thrust through the chest. The chance of the second character avoiding
such a thrust is, however, much greater, he has experience on his side,
training, and the indefinable hero quality that alerts such characters
to danger (through long association with it). If however our second
character has been through hell, and lost 78 of his hit points, he will
be more than a bit weary, less alert as a result, and he`s used up a lot
of those hero factors - his chance of avoiding real damage is now down
to being on par with our clerk.

And why the one with 1 hp left will fall unconscious if he then falls from
10 ft.? Or a child hit him with a stone? (I`m no hero, but I can manage to
fall from 10 ft. high and remain conscious :P )

Fall or jump? Close you eyes and have someone push you off a 10 foot
drop. You may not think it quite so easy. If you do walk away without a
scratch, you may think yourself lucky – so you used up those hero
points, or you used previous experience with falling to avoid damage by
rolling on impact, or collapsing your legs etc. And how many times can
you do it before an accident happens and you twist a knee or have the
breath knocked out of you?

As it says on the DMG, a fighter with 100 hp and 10 damage isn`t hurt very
much, but one with 10 hp and 5 damage is...
And I say more realistic because anyone that fights and is hit, or just
barely hit (D&D vision of hp) only gets tired and weaker. In D&D, you can
be almost falling unconscious or dead and fightning as well as if you were
unhurt and not tired.

Do you play sport? Think about how seriously you have to be hurt that it
impedes your ability to play at a level where you cannot compete
effectively. Sure you can get scratched, bruised, thumped quite heavily,
winded briefly or whatever. You can also get too tired to actually play.
You can continue at almost 100% with minor injuries. You dont have to break a leg to be put out, it can be a sprained ankle. Each time you have to run down a far ball, or get up after a hard tackle, doesnt hurt
in itself – its just one step closer to the time when you cant run,
or cant get up. Youll still run just as fast, or carry as hard next
time – until you can`t at all.

Its the same in D&D. On 0 through to -3 hit points, the character is unable to continue combat (as well as a number of other things), but hes not dead - far from it - although if his opponent so wished it
wouldnt be hard to make him so. Hes just not capable of fighting on.
Of course -4 to -6 is a much scarier situation, as is anything worse.
But a character on 1 hit point (regardless of whether he started with 1
or 100) is fully capable of combat.


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