An Outline of Combat in First Edition AD&D
- Dungeoneers Guild Games
- 6 days ago
- 14 min read
Updated: 5 days ago
This article breaks down the often-confusing First Edition Advanced Dungeons & Dragons Combat Sequence into a clear, practical guide for melee.
By R. Nelson Bailey

Introduction
Combat is a central feature of Advanced Dungeons & Dragons (AD&D). Although the rulebooks present combat as an orderly, segmented procedure, the texts themselves contain gaps, ambiguities, and overlapping subsystems that can lead to confusion—particularly where movement, initiative, surprise, and spellcasting intersect. As a result, the practical conduct of melee combat is often left to inference rather than explicit instruction.
This article seeks to clarify combat in First Edition AD&D by examining the Combat Sequence as a functional system rather than a collection of isolated rules. It organizes rules scattered across multiple sources into a coherent, easy-to-use guide for players and Dungeon Masters (DMs), explaining each step in clear language and adhering to the rules as written wherever possible. Where the texts are unclear or silent, the resulting ambiguities are identified rather than concealed.
First Edition AD&D contains many exceptions and special cases; this article does not attempt to catalogue them all, but instead focuses on the fundamental order and operation of combat. It is not a mandate to replace house rules, but a framework for understanding how combat is intended to function.
Citations and footnotes throughout the text document identify the sources of the rules discussed, quote relevant passages, and provide additional notes where appropriate.
For additional analysis of combat rules in First Edition AD&D, please see the following articles, which make excellent companion pieces to this one.
Download a PDF of this article.
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THE COMBAT SEQUENCE OUTLINE IN FIRST EDITION AD&D
In First Edition AD&D, combat encounters are resolved using the Combat Sequence, as found on p. 61 of the Dungeon Masters Guide. This list of combat phases consists of six steps, with most steps further divided into sub-steps. Each step and its subsequent sub-steps are listed and explained below.
Combat Sequence Steps
Encounter Distance Determination (first round only).
Surprise Determination (first round only).
Declare Actions & Roll Initiative.
Resolve Actions.
Repeat Step 5 for the side losing initiative.
Begin the next round, starting with Step 3.
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ENCOUNTER DISTANCE
Determine the distance between the two parties.
Outdoors: 60 to 240 yards (6d4 × 10). If either side is surprised, subtract the number of surprise segments from the encounter distance. [1]
Indoors: 50 to 100 feet (1d6+4 × 10). [2]
Indoors (Small Spaces): Encounter distance may not exceed the maximum possible distance. For example, in a 20’ × 20’ room, the encounter distance cannot exceed 20’. [3]
Surprise Distance: For surprise to occur, encounter distance must be between 1” and 3”. [4] This restriction appears to apply only to indoor encounters; in outdoor settings, surprise may occur at greater distances (see above).
[1] Advanced Dungeons & Dragons Dungeon Masters Guide (TSR, 1979), p. 49. See the “Encounter Distance” section for a more detailed accounting of this process.
[2] Dungeon Masters Guide, p. 62. See the “Distance” section.
[3] Dungeon Masters Guide, p. 62. See the “Distance, Actual Area” subsection.
[4] Dungeon Masters Guide, p. 62. See the “Distance, Surprise” subsection.
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SURPRISE
Surprise Roll
Both sides roll a d6 to determine surprise, though some classes or monsters may use a different die (such as a d8 or d10). [5] Surprise typically occurs on a roll of 1 or 2. [6]
Surprise Modifiers
Many factors may wholly negate a chance for surprise by one or both parties, depending on the circumstances. [7] The presence of light or failure on an open doors roll are two examples. Surprise chances may also be modified by situational factors—including lighting, noise, and terrain—at the discretion of the Dungeon Master. [8]
Surprise Roll Results: Possible surprise results of the dice rolls are: [9]
Mutual surprise (surprise is negated).
One side is surprised.
No side is surprised.
Surprise Segments
If surprise occurs, subtract the surprised side’s roll from the surpriser’s roll; the result indicates the number of surprise segments. [10]
Reaction Adjustment
An individual’s Dexterity Reaction Adjustment modifies the number of segments for which that individual is surprised. [11] A positive Reaction Adjustment reduces the number of surprise segments by the value of the adjustment; a negative Reaction Adjustment increases the number of surprise segments by that value. For example, if a party is surprised for two segments, a character with a 16 Dexterity (+1 Reaction Adjustment) is surprised for only one segment, while a character with a 5 Dexterity (–1 Reaction Adjustment) is surprised for three segments. Opponents may not attack, fire missiles at, or otherwise target individuals who are not surprised and can react. [12] Such individuals, however, may not take actions against their opponents until surprise is over and initiative is rolled (Step 4).
Actions During Surprise
The surprised side may take no actions during inactive segments, but suffers no penalties to Armor Class, Dexterity, or saving throws. [13]
Combatants achieving surprise may opt to take any of the following actions during each segment:
Avoid the encounter
Move
Make a melee attack
Fire a missile weapon
Cast a spell
Use a special ability
Use a magic item
Turn undead
Avoid Encounter: The surprising party can opt to flee, parley, or await the actions of the other party.
Movement During Surprise: A character or monster moves their Base Move rate in feet per segment. A character with a 12” Base Move can move 12 feet per segment. [14]
Melee Attacks: Any attacker within 10’ (i.e., Striking Range) may attack with melee weapons. Combatants outside this range must first move to the target. [15] During each active segment, a character may employ their full attack routine as if it were a full combat round. [16] Thus, a fighter with two attacks per round may strike twice per segment.
Missile Fire: Missile weapons may be used at their normal rate of fire. Exception: If the attacker has the weapon and ammunition ready, the rate of fire is tripled. Thus, a bow may fire six arrows per segment, and a character with throwing axes may hurl up to three per segment. [17]
Spellcasting: Each surprise segment counts as one segment of casting time. If a spell’s casting time exceeds the number of available surprise segments, the spell completes in the following round. [18] A spellcaster may cast only one spell during the entire surprise period. [19]
Special Abilities: These include spell-like abilities or special abilities possessed by a monster or character. Like spells, such abilities may be used during surprise and are subject to segment-based timing. Monster spell-like abilities have a casting time of 1 segment. [20]
Magic Items: Treat as a spell if the item has a casting time.
[5] The most practical method for resolving unequal surprise die rolls or surprise chances (e.g., when one side has a 6-in-8 chance to surprise another that has only a 1-in-10 chance to be surprised) is to convert both chances to percentile dice. Each potential surprise segment is treated as approximately 17%, corresponding to one segment on a six-segment round.
[6] Dungeon Masters Guide, pp. 61–62. See the “Surprise” section.
[7] Dungeon Masters Guide, p. 62.
[8] Dungeon Masters Guide, p. 61. See the “Surprise Dice Difference” table.
[9] Dungeon Masters Guide, p. 62. See the surprise chart.
[10] Dungeon Masters Guide, p. 62. See the “Distance, Example” subsections.
[11] Dungeon Masters Guide, p. 62. See the “Surprise, Dexterity Reaction in Surprise” subsection.
[12] Dungeon Masters Guide, p. 71. As shown in the “Example of Melee” section: “Aggro would normally get another chance to hit Balto, who would be inactive for another segment, but Balto's dexterity allows him a +1 reaction adjustment, which means that he personally will be surprised for one less segment than the rest of his party. So this segment he is up and on his guard, and Aggro does not get another hit attempt this round.”
[13] Dungeon Masters Guide, p. 62.
[14] Advanced Dungeons & Dragons Players Handbook (TSR, 1978), p. 102. See the “Movement in Dungeons” section.
[15] Dungeon Masters Guide, p. 66. See the “Close to Striking Range” section.
[16] Dungeon Masters Guide, p. 62. See the “Surprise, Example 2” subsection. “Because the party surprised is (relatively) inactive, the surprising party will be able to attempt telling blows during each segment of surprise as if the segment were an entire round! That is, a fighter able to attack twice during a normal during a normal round of combat will be able to do so twice during each surprise segment.”
[17] Dungeon Masters Guide, p. 62. See the “Surprise, Example 2” subsection.
[18] Dungeon Masters Guide, p. 61. As noted in the “Surprise” section: “Most spells cannot be cast in a single segment, although first level magic-user/illusionist spells are usually but 1 segment long, as are some other spells, and these spells are possible to use in a surprise segment. Other, longer casting time spells can only be begun in the first segment of surprise.”
[19] Dungeon Masters Guide, p. 71. As noted in the “Example of Melee” section: “Party A has a chance to hit in each segment as if they were full rounds (this does not apply to spell use, of course).”
[20] “Dispel Confusion” (Polyhedron, Issue 9, 1982), p. 6. The exact answer found here is: “Spell-like powers are not spells, and do not need to be "cast." They can be produced in total silence, for example, and in 1 segment of concentration. Thus, they can only be interrupted if a blow connects during that same segment and if the creature sees a swing coming, it can easily delay a bit to avoid interruption.”
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DECLARATION & INITIATIVE
Action Declaration
Each player states the specific action their character will take in the upcoming round. [21] Spellcasters must declare the exact spell they intend to cast. [22] The Dungeon Master is not required to announce monster or NPC actions in advance. Once the Actions phase begins, players generally may not change their stated course of action. [23]
Rolling Initiative
At the beginning of each round, both sides roll a d6 to determine initiative. [24] The side with the highest roll acts first. If a tie results, it is resolved using the standard Simultaneous Initiative procedure below. combat outline First Edition AD&D
Simultaneous Initiative
When both parties roll the same initiative result, they act simultaneously. [25] All actions, spells, blows, and other effects occur at the same time, subject to the following exception:
When both opponents are attacking with melee weapons, compare Weapon Speed factors; the weapon with the lower speed strikes first. [26]
Initiative Exceptions
The situations and conditions listed below can override any initiative roll.
Reaction Adjustment: Dexterity Reaction Adjustment modifies initiative only for individuals employing missile weapons, affecting the timing of missile discharge rather than party initiative or melee attacks. [27] Thus, a character with a 16 Dexterity (+1 Reaction Adjustment) will resolve a dagger throw one initiative segment before the remainder of the party’s actions.
Hasted or Slowed: Hasted individuals always attack first, regardless of whether they lost initiative. Conversely, slowed individuals always attack last. [28]
Multiple Attack Routines: Combatants with multiple attacks per round resolve their first attack before opponents who have only a single attack, even if they lost initiative. [29] This includes high-level fighters with multiple attacks, characters with weapon specialization, and monsters that possess multiple attacks per round (e.g., verbeeg). This rule does not apply to a single monster’s natural attack routine (such as a troll’s two claws and bite), which is resolved as a single attack sequence. After all normal attacks are resolved, combatants with multiple attacks then resolve their second attack.
If both sides include combatants with multiple attacks, a separate initiative roll is made to determine the order in which those individuals resolve their attacks.
Example: Both parties possess a fighter with two attacks per round. Initiative is rolled normally: Party A rolls a 2, and Party B rolls a 5. Each fighter then rolls a separate initiative: Party A’s fighter rolls a 6, and Party B’s fighter rolls a 1. Attacks are resolved in the following order:
Party A’s fighter (first attack)
Party B’s fighter (first attack)
Party B
Party A
Party A’s fighter (second attack)
Party B’s fighter (second attack)
Melee Weapon vs. Spellcaster: When a melee weapon attack is opposed by spellcasting, compare the weapon’s speed factor to the spell’s casting time. Subtract the losing initiative die roll from the weapon’s speed factor, then compare the adjusted result to the spell’s casting time; any negative result is treated as a positive number. As a result, even a combatant who loses initiative may still strike before the spellcaster completes the spell. [30]
[21] Dungeon Masters Guide, p. 71. As noted in the “Actions During Combat And Similar Time-Important Situations” section: “The activity of player characters and player character-directed creatures must be stated precisely and without delay at the start of each melee round.”
[22] Dungeon Masters Guide, p. 65. As noted in the “Spell Casting During Melee” section: “Spell casters must note what spell they intend to cast at the beginning of each round prior to any knowledge of which side has initiative.”
[23] Dungeon Masters Guide, p. 71. As noted in the “Actions During Combat And Similar Time-Important Situations” section: “When the player starts to give instructions about additional activity, simply remind him or her that he or she is already engaged in the former course, and that you will tell him or her when that is finished and new instructions are in order.”
[24] Dungeon Masters Guide, p. 62. See the “Initiative” section.
[25] Dungeon Masters Guide, p. 66. See the “Simultaneous Initiative” section.
[26] Dungeon Masters Guide, p. 66. See the “Weapon Speed Factor” section for a more detailed accounting of this process.
[27] Dungeon Masters Guide, p. 64. See the “Dexterity Penalty And Bonus Considerations” subsection.
[28] Players Handbook, p. 104. See the “Initiative” section.
[29] Dungeon Masters Guide, pp. 62–63. See the “Initiative For Creatures With Multiple Attack Routines” section.
[30] Dungeon Masters Guide, pp. 66–67. See the “Other Weapon Factor Determinants” section. This may be compared to the rule on p. 65 of the DMG, which states: “Attacks directed at spell casters will come on that segment of the round shown on the opponent's or on their own side's initiative die, whichever is applicable.” As written, these two rules appear to address the same timing problem and thus introduce a degree of redundancy into the combat procedure. The latter is easier to use in practice.
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ACTIONS
Each member of the side resolves their stated actions.
A. Avoid Encounter: Each side may attempt to flee from the encounter. Avoidance is not possible if the opposing parties are within Striking Range (10’ or less). [31] If one side flees, the opposing side may pursue. [32] If neither side avoids the encounter, proceed to Step B.
B. Parley: One or both sides attempt communication. [33] If neither side parleys, proceed to Step C.
C. Await Action: One or both sides delay, waiting for the opponent to act. [34] If neither side awaits action, proceed to Step D.
D. Discharge: This step includes all of the following actions:
Missile attacks (fired or hurled).
Use of magic items and devices.
Turning undead.
Spellcasting.
Use of spell-like or special abilities.
Movement in Step D Note: The rules do not explicitly state when—or if—combatants acting in this step may move. [35] Nevertheless, because movement is implied elsewhere in the combat system, combatants may reposition during this step and still carry out their declared action (e.g., moving and using a missile weapon or casting a spell).
Missile Fire into Melee: Missile fire cannot be directed at a specific opponent engaged in melee. [36] Instead, the DM assigns a random chance to determine which combatant is struck. For example, firing into a melee involving two orcs and one ally results in a 1-in-3 chance of striking the ally. Opponents not actively engaged in melee with other combatants may be individually targeted by missile fire.
Turning Undead: Resolved per the rules outlined in the Dungeon Masters Guide, pp. 65–66, 75–76. [37]
Spellcasting & Spell-like Abilities: All spells begin and complete in this step. Casting time in segments is ignored, except when casting during surprise. [38] Any successful hit or failed saving throw from an attack before spell completion disrupts the spell. [39] Opponents targeting a spellcaster have their attacks one segment before spell completion, even if they lost initiative. [40] Spell-like abilities cannot be disrupted.
E. Melee Movement: Combatants attacking with weapons, grappling, or attempting to hold may move during this phase. Charge attacks are resolved in this step. (See the note above regarding movement during the Discharge phase.)
Striking Range: An attacker may strike any opponent within 10’ without expending movement. [41]
Length of Movement: In melee, attackers may move their Base Move rate (in tens of feet) and still attack, e.g., a fighter with a 9” Move may move 90’. [42]
Charge Attacks: The attacker moves at double rate toward an enemy, gaining a +2 bonus to hit. Enemies armed with long weapons may set them to receive a charge; such attacks are resolved before the charger’s attack and inflict double damage if successful. A charge may be made only once every 10 rounds. [43]
Breaking Off Melee: The combatant disengages from melee to flee or reposition. The opponent immediately gains a free rear attack against the disengaging combatant. [44]
Falling Back: The combatant retreats while remaining engaged. The opponent may follow automatically. Distance and movement costs are not specified in the rules and are left to the Dungeon Master’s judgment. [45]
F. Strike Blows: All melee weapon attacks in combat are resolved using attack rolls. Damage from any successful hits is applied immediately. [46]
Modifiers to attack rolls include Strength “to hit” bonus, magical weapon “plus,” and Weapon Type vs. Armor Type Adjustments, as detailed on p. 38 of the Players Handbook, or pp. 27–28 of Unearthed Arcana.
Conditional and spell effect modifiers to attack rolls or Armor Class as listed below.
Condition | Modifier | Spell | Modifier |
Flank attack | no shield adj. | Aid | +1 |
Rear or rear flank attack | +2, no shield, or Dex. adj. | Bless | +1 or –1* |
Rear attack, thief/assassin backstabbing | +4 | Blur | –4/–2** |
Opponent off balance | +2 | Chant | +1/–1* |
Opponent prone | +2 | Enchanted weapon | +1 |
Opponent stunned | +4 | Hate (emotion) | +2 |
Opponent partially immobile | +4 | Holy word | –4/–2† |
Opponent completely immobile | automatic | Improved invisibility | –4 |
Opponent invisible | –4 | Light | –4 |
Two weapons, primary weapon | –2 | Opponent slowed | +4 |
Two weapons, secondary weapon | –4 | Pain (symbol) | –4 |
Charge | +2 | Prayer | +1/–1†† |
Intoxication, moderate | –1 | Protection from evil | –2 |
Intoxication, great | –5 | Rage (emotion) | +1 |
Giant vs. small | –4 | Scare | –1 |
Dwarf vs. half-orcs, orcs, goblins, & hobgoblins | +1 |
|
|
Gnome vs. kobolds & goblins | +1 |
|
|
* –1 for opponents when the spell is reversed.
** –4 on 1st round, –2 thereafter.
† –4 for 8th–11th level creatures, –2 for 12th+ level creatures.
†† +1 for party, –1 for opponents.
G. Grapple or Hold: Any grappling or overbearing attacks are resolved. See Dungeon Masters Guide, pp. 72–73, or the revised rules in Unearthed Arcana, pp. 106–108.
[31] Dungeon Masters Guide, p. 63. As noted in the “Encounter Reactions, Avoiding” subsection: “It is never possible to flee from an encounter where the opponent party is in striking range.”
[32] Dungeon Masters Guide, pp. 67–69. See ”Pursuit and Evasion of Pursuit” for rules covering this topic.
[33] Dungeon Masters Guide, p. 63. As noted in the “Encounter Reactions, Parleying” subsection.
[34] Dungeon Masters Guide, p. 63. As noted in the “Encounter Reactions, Awaiting Action” subsection.
[35] For a complete discussion of this topic, see the article “Confounded Rules! Movement in Melee.”
[36] Dungeon Masters Guide, p. 63. See the “Missile Discharge” section.
[37] For a complete discussion of the rules governing turning undead, see the article “Again, Confounded Rules!”
[38] The DM may rule that a spell with a full round casting time occurs at the end of the round after all other combatants have taken their action.
[39] Dungeon Masters Guide, p. 70. See the “Melee, Meleeing An Opponent Spell Caster” subsection.
[40] Dungeon Masters Guide, p. 65. As noted in the “Spell Casting During Melee” section: “Attacks directed at spell casters will come on that segment of the round shown on the opponent's or on their own side's initiative die, whichever is applicable.”
[41] Dungeon Masters Guide, p. 66. See the “Close to Striking Range” section.
[42] Players Handbook, p. 102. As noted in the “Movement in Dungeons” section: “This same movement rate applies to combat situations, so by converting each 1" movement rate to 10’, and then taking 1/10 of the round (using segments), the distance a character or monster can travel during the course of combat is easily found.”
[43] Dungeon Masters Guide, p. 66. The “Further Actions, Charge” section details charge rules.
[44] Dungeon Masters Guide, p. 70. See the “Melee, Breaking Off From Melee” subsection.
[45] Players Handbook, pp. 104–105. As noted in the “Combat, Melee Combat” subsection.
[46] Dungeon Masters Guide, p. 63. See the “Inflicting Damage” section.
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Repeat Step 4 for the second party.
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Repeat the process for the next round, starting at Step 3.
END.
