COMBAT - GREEK STYLE
My intention has been to write a Greek setting for D&D, not to rewrite the game. The combat rules as they stand should therefore stand up as well as ever to the rigours of fantasy roleplay. Having read the Iliad and the Odyssey and historical accounts like Thucydides' History of the Peloponnesian War, it becomes apparent that the Greeks liked a bit of gore. They liked a lot of gore! Flick through the Iliad. Pick a paragraph at random, more than likely it has one hero sticking a spear into the guts of another, spilling crimson blood everywhere, popping his bladder and getting his spear point stuck in the spine of his victim. No, really! So although the intent and epic push of D&D's rules work fine, I include here two or three 'gritty' combat options to make those fights grim and nasty (but not necessarily more fatal!) all in the spirit of Greek tragedy.

Traumatic Damage
If damage is sustained by a character, that exceeds his or her Constitution, then that hero becomes Prone. If a Fortitude save is then failed (DC = damage+10) then the character is also stunned for a number of rounds equal to the amount the damage exceeded CON. He is writhing in agony, hurt and maybe confused.

Impaled
When a character is hit by an arrow, javelin or other piercing ranged weapon (or a piercing melee weapon that does a critical and is stuck in the body) the weapon is stuck. Until it is removed the victim loses his DEX bonus to AC and will take further damage. He can take only a partial action each round, and if he performs any strenuous action he takes 1pt of damage (if an arrow, 2 pts of damage if a hand weapon, or javelin) after completing he act. Strenuous actions include running, attacking, casting a spell or using any ability that requires physical exertion or mental concentration. Removing the weapon requires a DC 15 Fortitude check. If failed the hero suffers the minimum damage inflicted by the weapon (or critical if that occurred).

Critical Effects
A critical hit assumes a hit into a vulnerable body location, usually with some additional effect. Roll on the Hit Location table below - that location is rendered useless.

1d10 Roll
1 Right Leg (can drag leg, half speed)
2 Left Leg (can drag leg, half speed)
3 Abdomen (falls, needs help to move at half speed)
4-5 Chest (can stand, no exertions allowed, half speed)
6-7 Right Arm (cannot use)*
8-9 Left Arm (cannot use)*
10 Head (knocked out for 2-12 rounds if a DC 15 Fort check failed, or for 1 round if succeeded)

* Note that a shield arm cannot suffer a critical from a weapon strike if a shield is being held
What Feats Are Appropriate?
There are only two D&D Feats that I would recommend cutting for the purposes of Heroes of Delphi; Exotic Weapon Proficiency (because there are no exotic weapons) and Rapid Reload (because there are no crossbows). A number of other feats are either very uncommon and should be restricted, while a number are highly suitable for a game of hoplite warfare. Let’s look at the Feats which have a bearing on the Greek setting:

Dirty Fighting – This Feat is Pankration, the ancient Greek art of all-in wrestling. This type of Greek martial art used every type of nasty move, hold, gouge and break.

Dual Strike – A great Feat for old comrades who’ve fought on the battlefield together.

Endurance – We all remember the story of the Athenian hoplite who was sent to call for reinforcements during the Battle of Marathon. His heroic run (which ended with his collapse and death) is still celebrated by the modern marathon running race. With all that marching about and the tough mountainous terrain, Endurance is good. Very appropriate.

Hold The Line – Another perfect hoplite-era Feat!

Improved Bull Rush – Recommended! This Feat would work best if it demanded the use of a large shield (especially since it simultaneously protects the ‘rusher’). A good hoplite tactic!

Improved Criticals – Spear combat does conjure up images of well places strikes with spearheads striking vital organs between armour, something harder to imagine with axes and swords. I would recommend limiting Improved Criticals to spear use, again de-emphasizing the use of swords and axes (which are considered back-up weapons).

Mounted Archery – Greek cavalry have no experience with mounted archery, but plenty of practice at lobbing javelins at their enemies. Luckily the Mounted Archery Feat can easily double as a Mounted Javelin Feat.

Run – Perfect for the athletes, the Olympians. In fact it would be a sad Olympian who did not have this Feat.

Shield Expert – Another perfect hoplite-era Feat, focussing on the shield, the main-stay of the tactics of the day.

Shot on the Run – The perfect Peltast Feat! Use with rocks, slings, javelins or short-bows.

Spirited Charge – Greek cavalry were not skilled at using shock cavalry tactics; limit this Feat to the Macedonian Royal Companion Cavalry. They changed the nature of ancient warfare with their shock charges and devastating ability in battle.

Two Weapon Fighting (and Improved Two Weapon Fighting) – This was an age of the spear and shield. Two weapon fighting would be extremely rare. DMs should remember this.
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