04-13-2014, 05:55 PM
(This post was last modified: 04-13-2014, 07:36 PM by Oedipussy Rex.)
(04-13-2014, 03:31 PM)Kersus Wrote: Fumbles?
Wasn't planning on any. If anyone plays this they'll houserule it in. They always do.
Combat and Weapons
In combat, the weapon's pool is split into attack and defense sub-pools, either of which can be empty. At the beginning of a combat turn, both sides declare their action and all actions occur simultaneously, so it's entirely possible for two combatants to slay each other. The target number for the Attack is the Defense score. As stated before, any dice smaller than the Defense score can be combined to make a Success if the sum is large enough. All Successes for the Attack then have to face the Defense pool. Any dice that rolled higher than an Attack Success negates the Success and again, smaller dice can be combined. (I'm thinking of making this any Defense dice can be combined, regardless of size. Excluding 1s, of course.) Defense dice that do not exceed an Attack die can be paired against it making the successful Attack a Hit. Any unopposed Attack Successes are Wounds. As always, any dice that roll a 1 are not used for comparison.
Example
Xian has {d4,d6,2d8} in Long Sword, as does Janko. Xian and Janko attack each other and each has a defense score of 3. Xian uses {d4,d8} for Defense and {d6,d8} to Attack. Janko is attacking full out with all dice and not using any for Defense. Xian rolls {4,5} on Defense and {5,7} on attack, and Janko rolls {1,5,4,4}. Janko takes two wounds. Xian uses the {5} to negate one of the {4}s and uses the {4} to reduce another Wound for a net of 1 Wound and 1 Hit.
Difference between Wounds and Hits: During combat, none, but after combat, Hits go away with rest while Wounds stick around until healed. When the total of Wounds and Hits in combat exceeds a character's Health, the character falls unconscious for a number of Turns equal to the difference, during which time anyone who makes the effort can finish the job with no roll required. The time required to recover one Hit is a number of Turns equal to the total damage. So if Janko were stupid enough to agree to Xian's call for a break, after two Turns Xian would be down to only one Wound while Janko still had two.
Subdual Damage: Unopposed Successes are only Hits and opposed Successes are negated.
Weapons
Some weapons are good for defending, others not so much. Some weapons have the potential to do devastating damage, others....
Example List
Code:
Weapon Rank Defense
Dagger 1 Any
Mace 2 1/2
Spear 3 1/3
Battle Axe 4 1/4
Maul 5 0The pool for Dagger can only have d4s, but any dice in the pool can be used to defend. The pool for Mace can have d4s and d6s, but only half of the dice, rounded up, can be used for defense. And so on to the Maul which can have dice of any size in its pool but none of them can be used for defense.
Ranged Weapons
I'm still working this out
Armor
Code:
Type Defense
Leather 2
Scale 3
Banded 4
Chain 5
Brigandine 6
Plate 7Shields
As with Ranged Weapons, I'm still working on this. Either shields provide bonus dice to a weapon's defense sub-pool or shields require a proficiency pool like weapons.
Multiple opponents: The defense sub-pool needs to go a long way.
Note on earning Character Points: In the combat example above, Xian's two attack dice were both successes, but that doesn't earn him a bonus CP; the attack dice are only a sub-pool. It's that in addition to the two successes, the d8 for defense was a success and the d4 rolled the largest number on the die that earns the CP.
Further note: Negated Successes are not Successes, but Hits are. On defense, negating a Success is a Success but reducing a Success to a Hit is not.
Getting me free admission into gaming conventions for a decade

