So you want to do some damage? Well, good for you, this is the place to look to find out how. Firstly, you should know that combat checks are handled much the same way as normal checks. A basic combat roll looks something like this:
d20 + Attribute + Skill + Equipment + Other Bonuses = Total That's your bread and butter. So let's break this down as though we were going through a mock combat. The very first thing you need to do is…
Initiative
This is how you determine who takes action in what order in combat. Everyone in the combat should roll:
1d20 + Dexterity
The highest number goes first. In the event of a tie, the character with a higher base Dexterity score goes first. In the event of tied Dexterity, another roll is made between the tie to determine which goes first. Once you've determined who is going first, then you'll need to think about how you're attacking. Which means you'll need to think about weapons and…
Attack
This is where the bread and butter roll from above come in. Depending on the type of weapon you're using, you'll use either Strength or Dexterity, Ranged or Melee Weapons, and then the Weapon's attack bonus to make an attack. The check is as above. Once all of this is determined, you'll need to figure out what your difficulty to hit is, for which you need…
Weapon Charts
Here is where you will find reference to different basic weapon stats that can be used with the +equip system.
Melee Weapons
Weapon | Attribute | Attack Bonus | Damage | Damage Type | Range | Prerequisite | Notes |
---|---|---|---|---|---|---|---|
Dagger | Dexterity | 2 | 1 | Standard | Personal/Ranged* | None | May be thrown |
Cassiline Dagger | Dexterity | 2 | 2 | Piercing | Personal/Ranged* | Cassiline Training | May be thrown |
Longsword | Strength | 3 | 2 | Standard | Personal | None | — |
Greatsword | Strength | 2 | 4 | Standard | Close | None | — |
Lance | Strength | 1 | 3 | Standard/Piercing | Close | None | Piercing when used from horseback |
Spear | Strength | 2 | 3 | Standard | Close | None | — |
Cassiline Sword | Dexterity | 3 | 5 | Piercing | Personal | Cassiline Training | — |
Mace | Strength | 2 | 2 | Standard | Personal | None | — |
Whip | Dexterity | 1 | 2 | Standard | Close | None | — |
Flail | Strength | 1 | 3 | Standard | Close | None | — |
Axe | Strength | 3 | 2 | Standard | Personal | None | — |
Unarmed | Strength | 0 | 1 | Subdual/Standard | Personal | None | Attacker may choose type of damage |
Baton | Strength | 3 | 1 | Subdual | Personal | None | — |
See Ranged Weapon table for range increment when thrown.*
Melee Weapon Ranges
Melee weapons have two ranges, and may not be used at any other.
Personal - Direct one on one fighting, sword or dagger range.
Close - A step or two back, the distance for whips and other length based weapons.
Ranged Weapons
Weapon | Attribute | Attack Bonus | Damage | Damage Type | Max Range | Prerequisite | Notes |
---|---|---|---|---|---|---|---|
Thrown Dagger | Dexterity | 2 | 1 | Standard | Near | None | May be thrown |
Cassiline Dagger | Dexterity | 3 | 2 | Piercing | Near | Cassiline Training | May be thrown |
Shortbow | Dexterity | 3 | 1 | Standard | Long | None | — |
Longbow | Dexterity | 2 | 3 | Standard | Distant | None | — |
Dart | Strength | 2 | 1 | Piercing | Near | None | Expended when thrown |
Javelin | Strength | 2 | 3 | Standard | Long | None | — |
Sling | Dexterity | 3 | 1 | Subdual | Long | None | — |
Ranged weapons may also have the trait Multifire. This means they may make a second attack in the same turn at the same or a different opponent. No base weapons allow for this, but the crafting system does.
Ranged Weapon Range
Ranged weapons have longer range, and can be used at longer ranges for a stacking -1 penalty.
Near -1 - A few steps away, no more than across a room. Throwing knives, etc.
Long -2 - Across a field, common for shortbows.
Distant -3 - Very far, common for heavy longbows.
Siege - As implied, siege weaponry can travel much farther when it is designed for range. This range may not be reached by standard ranged weapons.
Armor
In combat, the Difficulty you're trying to hit is referred to as Armor Class or AC. This is entirely determined by your opponent. So you should also figure out your own AC. AC is calculated from:
Armor Value (Granted from Armor item) + Shield Value (Granted from shield item) + Applicable Dexterity Score (Not all armor allows for Dex) + Any Appropriate Merits = AC
Now that you know how to determine if you hit, let's talk about what happens when you do.
Armor Charts
Here is where you'll find the different kinds of armor available in +equip.
Type | Max Dex | AC | Stealth DisAd |
---|---|---|---|
Heavy Cloth* | 7 | 15 | No |
Leather | 5 | 15 | No |
4 | 16 | Yes | |
Brigandine | 3 | 18 | No |
Half-Plate | 3 | 20 | Yes |
Plate | 2 | 22 | Yes |
* - Requires Cassiline Training to benefit from this armor type.
Cover
Cover applies penalties to attack rolls against you. It comes in three varieties.
Partial - -1 penalty to attacks
Solid - -2 penalty to attacks
Full - -3 penalty to attacks, but may not attack back from behind full cover.
Health and Damage
The damage of an attack is entirely determined by the weapon. On a successful hit a weapon deals the damage listed for it on the weapon chart.
But what does that mean? Well, health is simple health levels in this system. Your health levels are calculated as:
10 + Constitution = Health Levels
Alright, so now you know what damage looks like. So what happens when you get really hurt?
Damage Penalties
Loss of health levels makes characters less capable of performing normal tasks.
These penalties do not apply to the combat in which they are received. Instead, they are meant to represent lasting effects after the action has ended.
8+ Levels, you're fine, no penalty.
7 - 5 Levels, life isn't great. -1 on all checks.
4 - 3 Levels, is really not a fun time. -2 on all checks, extended periods of walking are not recommended.
2 - 1 Levels, death might be more kind. -4 on all checks, bed rest.
Types of Damage
Standard - You get the idea, it's normal damage. Nothing special.
Piercing - Ignore Armor from AC.
Subdual - Will drop someone to Unconcious, but not further.
Death and Dying
No matter how much damage a final strike does, a character may not jump from positive to negative health levels. For example, if character A has 2 health levels, and is dealt 3 damage, they are reduced to 0, not -1. Death always requires a coup de grace.
When a character has been reduced to 0 hp by standard damage, they enter into 'dying.' Characters remain conscious and may speak/crawl/shout. If they do not receive medical care, and do not receive more damage, they fall unconscious in three rounds, and remain that way until 1 health level has naturally regenerated. If they receive another packet of damage after being reduced to 0, they begin bleeding out - This means their natural regeneration stops, and if they are not tended to, they will not recover. Another packet of damage causes death to standard NPCs. For PC death and the death of some types of NPCs, story is more important than hard mechanics and death is not coded in to the system. If agreements cannot be reached, please contact Staff. +
Being reduced to 0 by subdual damage means that a character loses consciousness immediately.
Regeneration and Healing
Health levels are naturally regenerated at 1 level per IC week.
Healers may tend wounds to negate their effects and speed healing. Healing checks are done as:
Intelligence + Medicine + Applicable Modifiers = Total
The difficulty is determined by:
14 + (10 - Remaining Health Levels)
Healing benefits do not stack, and last one IC week. They may be reapplied at the end of each IC week.
Healing Chart
Health Levels | Healing Effect | Difficulty |
---|---|---|
-1 | Stabilize at 0, No change to Regeneration rate | 25 |
0 | Regain Consciousness, No change to Regeneration rate | 24 |
1 | -3 Difficulty to checks, Regeneration rate increased to 1 per 3 days | 23 |
2 | -3 Difficulty to checks, Regeneration rate increased to 1 per 3 days | 22 |
3 | -1 Difficulty to checks, Regeneration rate increased to 1 per 3 days | 21 |
4 | -1 Difficulty to checks, Regeneration rate increased to 1 per 3 days | 20 |
5 | No penalties, Regeneration rate increased to 1 per 3 days | 19 |
6 | No penalties, Regeneration rate increased to 1 per 3 days | 18 |
7 | No penalties, Regeneration rate increased to 1 per 3 days | 17 |
8+ | Healing will not apply to healthy people. | N/A |
Mounted Combat
Basic Mount Chart
Type | Attack Bonus | Health Levels | AC | AH Check |
---|---|---|---|---|
Rouncey | 1 | 2 | 2 | 3 |
Hobby | 3 | 0 | 2 | 4 |
Jennet | 0 | 0 | 4 | 2 |
Palfrey | 1 | 1 | 3 | 5 |
Courser | 3 | 2 | 2 | 6 |
Charger | 2 | 5 | 2 | 7 |
Destrier | 4 | 4 | 4 | 8 |
Blood Bay | 4 | 3 | 3 | 7 |
Drum Horse | 0 | 2 | 0 | 1 |
Akkadian | 7 | 1 | 6 | 12 |
Tsingani Mount Chart
Type | Attack Bonus | Health Levels | AC | AH Check |
---|---|---|---|---|
Rouncey-T | 2 | 3 | 3 | 5 |
Hobby-T | 2 | 1 | 3 | 6 |
Jennet-T | 1 | 1 | 5 | 4 |
Palfrey-T | 2 | 2 | 3 | 7 |
Courser-T | 4 | 3 | 3 | 8 |
Charger-T | 3 | 6 | 3 | 9 |
Destrier-T | 5 | 5 | 5 | 10 |
Mass Combat
TBC