# Staying Alive in Old-School Adventures: Fighter 2024-12-31 This is second in a series of posts on how to keep your low-level PCs alive in old-school adventures, mostly geared towards OD&D, B/X and clones. This one deals with the Fighter, and like yesterday's post [0], it was posted to my web blog originally. This is an updated version written for gopher. ## Armor First, let's talk protection. In OD&D and B/X, plate armor is relatively cheap, on the order of 50gp or so. Make sure you buy it during character creation, even at the expense of cheaper weaponry, like spears (see below). In later editions and some clones it can be quite pricey, so take advantage of it if it's cheap in your chosen system. After you've been on a few adventures and have saved up some gold, plate armor makes a great gift for your hireling meatshields. My own gaming group does this to great effect - nothing says you care and boosts loyalty like the gift of decent armor. ## Weapons Next, weapons, the fighter's bread and butter. I suggest you equip Mogo the Mighty with a spear. Why the spear? First, you can use it one- or two-handed, and in many OSR systems it does more damage when used two-handed (and if not, try to convince your referee to house-rule it to do more damage when used that way). It can be thrown. It can be used as a trap-finder and general prodding device. It can attack from the second rank. It can even be set against a charge to do double damage. Best of all, it is one of the cheapest weapons to buy, leaving you more money for that plate armor (see above). ## Tactics Tactics can be even more important for fighters than with Magic-users, just because fighters are expected to, well, fight. But you may as well be smart about it. A line of fighters with plate armor, shields and spears is an impressive sight and keeps the bad guys away from the soft and chewy Magic-Users. Most humanoids will need a 16 or 17 to hit AC 2 (plate & shield), and while they are dealing with that, the second rank can attack with longer reach weapons like, well, spears (you may be sensing a pattern here). If possible, attack enemies in pairs, so their non-shield flank is exposed by at least one of you, or if your opponents are outnumbered, a group can move to attack from the rear. Every little bonus helps. Don't be afraid to try the so-called non-combat maneuvers (a bad name, since they can and should be used in combat, or to enter combat). Go ahead and flip that table to get more cover, swing from that chandelier to crash into the enemy's front line, jump through the window to take an enemy by surprise, gang up and tackle the bad guy, or push your opponent with your shield so they fall into the pit. These work best in rules-light games, where the referee can adjudicate your attempts with a simple die roll or roll-under ability check, either for the PC or the opponent. For referees, 2d6 rolls make a decent check for these kind of ad-hoc actions. As a bonus, they make combats fun and memorable, even when they fail. ## Missile Weapons Before you even consider melee, you should be trying to make best use of your missile weapons. Bows in OD&D and S&W White Box fire twice per round and are only usable by fighters (assuming the original three classes). But even in other systems allowing one shot per round (or fewer), you'd be crazy not to use a weapon with such a long range. The heavy crossbow seems like a bad choice since it can only be fired once every 2-3 rounds, but it has a very long range, and can be pre-loaded, fired, and dropped before melee ensues. You just have to make sure you are in a position to use it. So send that thief or MU with an invisibility spell or potion up ahead to scout things out, then if you are going to attack, try to work in a round or two of missile fire, either by drawing the bad guys out to you from a higher or more secure vantage point, or by sneaking to within missile weapon range. And if you can't afford a bow because you spent all your coin on plate armor, buy a sling and fill your pockets with stones. ## Run Away! Sometimes you'll need to flee, either due to overwhelming odds, or bad luck. Either way, don't just turn and run. In most old-school, systems, a fighting retreat allows a gradual exit from combat without exposing one's rear flank to a free attack. If enemies follow a fighting retreat, a well-armored fighter or fighters can still risk it, while allowing other party members to flee. Or, worst case, just make sure the best armored in the group flee last (the more lightly armored PCs will run faster anyway). Also remember that OD&D has some rules around pursuits in the dungeon and wilderness. If you're a fighter and last in line to flee, burning oil, food and/or gold might deter a pursuit. ## Avoiding Melee Lastly, despite your fighter wanting to, well, fight, don't just think that every encounter should end in melee. Take advantage of the affects of charisma or reaction rolls and try to talk your way into a favorable outcome, meaning getting treasure or someone to help you without a fight. Many intelligent dungeon denizens will entertain help in fighting their sworn enemy, whoever that may be (ask them). Some refs will even give you XP for cleverly avoiding combat (I do this). [0]: gopher://gopher.smolderingwizard.com/0/phlog/staying-alive-old-school-adventures-magic-user.md