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Chainmail Combat for OD&D: A Reflection

In my ongoing Murdicog's Manse Antarctic Hexcrawl campaign, I decided to try resolving combat using a derivative of the Chainmail "Man-to-man" combat matrix, which supplies a target number for each possible paring of weapon vs. armor. I've seen "OD&D + Chainmail" come up as a topic of discussion fairly often, but haven't seen as many reports of how it goes down in practice, so I thought it worth writing up my sliver of experience.

You can read my house rules here, including the Chainmail-inspired tables.

I compiled my version of the table by hand, using both the original Chainmail numbers and those drawn up by blark for Meatheads as a reference.

Screenshot from 2026-09-02 12-36-49

Gygax & Perren originally designed this matrix to simulate fights between two regular dudes; the Fantasy Combat matrix was intended to resolve clashes between heroic types and monsters (and the "alternative" combat system in M&M may have been intended to replace it). To make M2M work for human vs. monster, I adopted the Meatheads approach of using the "Horse" and "Barded Horse" columns for "Large" and "Large and Armored" monsters respectively. And for higher-level characters, I ruled that fighters get a +1 bonus every three levels (i.e. at 1, 4, & 7).

I should also note that I just used side-based initiative rather than basing it on "weapon class". This simplified combat but also chopped out one of the strategic layers from weapon choice.

The first tests were a bit rough -- there were a lot of misses, and I hadn't introduced the damage matrix so all hits were doing 1d6. Combat really dragged. To address this, I let fighters pick a "favored weapon" for a +1 to-hit, tweaked a few target numbers down, and introduced a damage matrix based on that in Meatheads (which I think was originally inspired by Troika!).

Subsequent fights felt better. The damage matrix helped the most, I think, by nudging average damage up from 3.5/hit. When a hit was scored, it usually packed a punch.

Getting the hang of actually using the system took some practice. Since I was running the game on Discord in the Gay Beholder server, we used the rollem bot. Having players append what type of weapon they are attacking with to the die roll was essential for mapping rolls onto the right line of the matrix. I would also publicly state enemy armor so that players knew which column to consult.

Screenshot from 2026-09-02 12-25-47

Anyway, here's a summary of what I see as the pros & cons:

Pros:

Cons:

In conclusion, I wouldn't recommend Chainmail M2M for all tables, but I like it enough to not regret trying it out for this campaign. The parts I'm most attached to are the use of 2d6 for to-hit rolls (I really think a +5% bonus for even a weak magic sword is just too wimpy), the ability to define guns and lasers without fiddly special rules, and the juxtaposition of lowered hit rate with increased damage rate. If those resonate, it might be worth giving it a try, otherwise you're probably better off with something like Target 20.


Bonus Post: Draft Combat Rules

I think that in future Antarctic campaigns (if I run in-person or if the Gay Beholder open table winds down and gets "rebooted" at some point) I would like to try a simpler combat ruleset that nods to Chainmail while incorporating the maneuvers in this very cool post by Dungeon Doll.

The following is an early draft. It needs testing and clarification and might well be a disaster, but I'd like to at least test it.

Maneuver None/padded Chain Plate Helmet Shield Large L&A
Disarm 7 8 8 - 10 X X
Topple 7 8 10 8 8 11 12
Stun 6 7 9 11 7 11 13
Parry 7 8 8 - - 12 12
Slash/bite 5 9 11 6 10 7 11
Stab/sting 6 7 9 7 9 6 9
Bludgeon/unarmed 6 7 9 7 9 9 10
Arrow 6 8 10 7 9 9 11
Gun/energy 6 6 7 - 7 6 9
Touch/giant 8 7 7 - - 7 9

See the original post for maneuver descriptions. This ruleset extends it by treating "normal" attacks (stab/slash/bludgeon) as one of a possible set of maneuvers, rather than treating maneuvers as a special case of offensive actions.

Damage rolls use the Meatheads/Troika! matrix, which means rolling 1d6 and then looking up the damage on a table. Wearing any kind of armor applies a -1 to the d6 roll (not the table result). Melee weapons held with two hands apply +1 to the roll. Magic weapon bonuses apply to the roll.

Weapon ≤1 2 3 4 5 6 ≥7
Unarmed 1 2 2 3 4 4 6
Dagger/athame 1 2 3 4 4 6 8
Hand axe 1 3 3 5 5 7 9
S. Robot stun prod 2 2 3 3 4 6 9
Mace 2 2 3 5 6 7 8
Shortsword 1 2 3 4 5 7 8
Longsword 2 2 3 5 6 8 9
Battle axe* 2 3 3 5 7 8 10
Morningstar* 2 2 3 5 7 9 10
Flail* 1 2 3 4 5 8 9
Bardiche* 2 3 3 5 7 8 10
Spear 1 2 3 4 5 6 8
Halberd* 2 4 4 5 6 8 10
Greatsword* 3 3 4 6 7 9 11
Mounted lance 3 4 4 6 7 10 13
Pike* 2 4 4 5 6 8 10
Shortbow 2 2 3 3 5 6 8
Longbow 2 3 4 5 6 7 10
Javelin 3 3 4 5 5 8 11
L. Crossbow 1 2 3 4 4 6 8
H. Crossbow 3 3 4 4 5 8 10
Pistol 4 5 6 6 7 8 9
Arquebus 5 5 6 7 8 9 11
Martian radium rifle 2 6 7 8 9 10 15
Martian radium pistol 2 5 6 7 7 8 12
Grey alien laser pistol 2 4 6 7 8 9 9
Grey alien laser rifle 4 6 7 8 9 10 13
Fungal alien electro-gun 1 4 5 6 7 11 13
L. Robot railgun 2 3 9 11 12 13 15

Additional Notes

  1. I doubt it's necessary but I'd rule that sub-optimal attacks (like doing a pommel strike with a sword as a bludgeon attack) roll at a -1 or something.

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