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Player's Option: Combat & Tactics

Player's Option: Combat & Tactics (abbreviated CT, or C&T)[1] is a supplemental


Player's Option: Combat &
sourcebook to the core rules of the second edition of the Advanced Dungeons &
Tactics
Dragons fantasy role-playing game. This 192-page book was published byTSR, Inc.
in 1995. The book was designed by L. Richard Baker III and Skip Williams. Cover
art is by Jeff Easley and interior art is by Doug Chaffee, Les Dorscheid, Larry
Elmore, Ken and Charles Frank, Roger Loveless, Erik Olson, and Alan Pollack.

Contents
Contents
Publication history
Reception
Additional reading
References

Author L. Richard Baker III


Contents and Skip Williams
Genre Role-playing game
The Player's Option: Combat & Tactics book is a compendium of upgrades and
refinements for the combat system of AD&D.[2] Combat & Tactics uses battle maps Publisher TSR
divided into 1" square grids for its movement grid. The Combat & Tactics rules Publication 1995
alternate between two movement scales: in melee scale, the default scale for close date
range encounters, one square represents an area 5' per side, and in missile scale, Media type Print (Hardcover)
suitable for outdoor and long-distance settings, one square equals an area 5 yards per Pages 192
side, and the Dungeon Master shifts between scales as the circumstances of an
encounter change. The weapon proficiency rules have been changed so that player characters can use any weapon they want, if they
pay one or more extra slots. The book breaks the combat round down into several multi-step phases, including initiative and
actions.[2]

The book begins with a one-page introduction by Baker and Williams, which explains that this book is intended to provide details to
make combat more believable. Chapter One (pages 6–37) describes the Player's Option combat system, which was expanded from
the Player's Handbook and Dungeon Master's Guide, and is played on a gridded battle map with 1-inch squares. Chapter Two (pages
38–55) describes a set of combat options for the new combat system, including battle tactics, attack options, fighting styles, dueling,
and brawling. Chapter Three (pages 56–69) describes how the climate and terrain of a battlefield affects combat. Chapter Four (pages
70–81) presents details on weapon specialization and mastery, revising the weapon proficiency system from the Player's Handbook.
Chapter Five (pages 82–99) provides rules for unarmed combat, including brawling, subduing, and martial arts. Chapter Six (pages
100-115) details two systems for determining critical hits within the game. Chapter Seven (pages 116-151) expands on the weapons
and armor presented in the Player's Handbook. Chapter Eight (pages 152-177) details the war machines, and sieges and fortifications
of siege warfare. Chapter Nine (pages 178-187) details monsters in combat, particularly creatures in battle, creature types, and attack
and armor types of monsters. Pages 189-192 are an index to the book.

Publication history
Player's Option: Combat & Tactics is an AD&D supplement 192-page hardcover book published by TSR, Inc. with design by Skip
Williams and L. Richard Baker III and editing by Thomas M. Reid, and featuring illustrations by Kevin and Charles Frank, Roger
Loveless, Les Dorscheid, Alan Pollack, Doug Chaffee, and Erik Olson and a cover by Jeff Easley.[2]

In 1995, TSR re-released the core rulebooks for 2nd Edition featuring new covers, art, and page layouts.[3] These releases were
followed shortly by a series of volumes labeled Player's Option, allowing for alternate rules systems and character options, as well as
[3]
a Dungeon Master's Optionfor high-level campaigns. These releases are sometimes referred to as "Edition 2.5" by fans.

Reception
Rick Swan reviewed Player's Option: Combat and Tactics for Dragon magazine #221 (September 1995).[2] He says that in
describing the AD&D combat system, "Combat & Tactics scrapes the mold off the core system, dresses it up in a new suit, and
teaches it to behave. If the core system is Frankenstein's monster, Combat & Tactics is Miss Manners."[2] He felt that Player's
Option: Combat & Tactics stands as a model of organization, with clear explanations, logical arguments, and a generous number of
examples [...] Where the designers deem it necessary to rehash old information, they go out of their way to improve the language."
He also notes that the book "also attempts to eradicate ambiguities specified or implied in the core system, providing lucid definitions
of called shots, grappling, and "range only" weapons. Occasionally, the designers cram too much information into the same sentence.
[...] But overall, it's a first-class performance."[2] He felt that three concepts in particular stand out, because "they address and — for
the most part — correct problematic areas in the core system, they seem strong candidates for inclusion in the average campaign": the
movement grid, movement scales, and weapon proficiencies.[2] Swan comments on the movement grid: "While far from perfect —
squares work well in rectangular dungeons, not so well in circular towers — the grids make the DM's life easier by providing simple,
intuitive answers to common questions."[2] He comments on the two different movement scales: "Switching back and forth isn't
confusing in the least; it's like using the zoom lens on a camera. Statistics are easy to convert [and] computing distances becomes
second nature [...] With two scales, just about any encounter can be staged on a table top."[2] He adds: "Suffice to say, Combat &
Tactics combat is so detailed, it's a game in itself. But fortunately, it's a pretty good one. Slicing combat into tiny pieces requires
players to make more decisions; consequently, they're more vulnerable to missteps but less dependent on the outcome of any given
die-roll. The system rewards competence and punishes stupidity — just like a real battlefield."[2] Noting the fatigue rules and another
rule that gives a bonus against ranged attacks, Swan comments: "When you start piling modifiers on top of modifiers, some rules
become more trouble than they’re worth."[2] He also notes that of the movement rules, "Though the square grid facilitates movement,
it's also easy to exploit", explaining that diagonal movement is not equal to moving in a straight line.[2] In his evaluation, Swan
conclucded that "if you consider combat a key element of the AD&D game — or, perhaps, its primary purpose — then Combat &
Tactics succeeds in two critical areas. First, it lets you tailor the combat system to the style of your campaign. If you prefer quick-and-
dirty clashes between armies, use the mass combat rules; if you want to linger over every scratch and scrape, use the critical hit
tables. Second, and more importantly, Combat & Tactics captures the visceral feel of combat: the blood and the sweat, the sting of a
sword, the heady jolt of victory. Despite all the numbers, I always felt like a warrior, never an accountant." He also adds: "Combat &
Tactics makes combat more flexible (with tactical maneuvers for every occasion), sensible (the improved proficiency rules) and
[2]
chaotic (unlike standardAD&D, there's a real danger from friendly fire). And it's all compatible with the core system."

Additional reading
"Part 1: Critical hit tables from the Combat & a
Tctics book", Dragon #216
"Sage Advice", Dragon #222

References
1. "Dungeons & Dragons FAQ" (https://www.webcitation.org/5omY07NIV). Wizards of the Coast. Archived from the
original (http://www.wizards.com/dnd/DnDArchives_FAQ.asp) on April 6, 2010. Retrieved October 3, 2008.
2. Swan, Rick (September 1995). "Role-playing Reviews".Dragon. Lake Geneva, Wisconsin: TSR (#221): 42–44.
3. Appelcline, Shannon. "Player's Option: Combat & Tactics" (http://www.dndclassics.com/product/16862/Player%27s-
Option---Combat-%26-Tactics-%282e%29?term=players+option&it=1). dndclassics.com. Retrieved July 23, 2015.
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