Combat Rules

(Last update: 15/8/96)

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Our combat rules differ from the published rules in several aspects:


Index


Dodging

The major problem we had with the dodging rules was this: that one cannot attack and dodge in the same round. Therefore if a character is fighting a creature which can be dodged but not parried (such as a charging boar) and wins the initiative, then after their attack they cannot dodge and the creature gets an automatic hit. Since we thought this was unreasonable, we elaborated the system into two types of "dodge":

Passive Defence

The Passive Defence total is the base Ease Factor to hit the target, assuming the target is aware of the impending attack. Passive Defence can be applied at any time - the character does not have to forego their attack.

Passive Defence Total = Qik + Dodge - Enc - Size

Active Dodge

To perform an Active Dodge, the character foregoes all other activities in the round in an attempt to evade one or more attacks (eg. an actual "dive" out of the way). The Active Dodge total is applied to all (known) attacks in the round.

Active Dodge Total = Dex + Dodge - Enc - Size + Stress Die


Great Blows

This rule allows for occasional (but risky) mighty hits:

Shields Modification

We have changed the parry bonus for the shields since we decided that with the old rules it wasn't worth carrying a shield when a weapon parry was just as good.

Shield NameParry Bonus
Target+3
Round+5
Knight+7
Kite+8
Tower+9


Bows Modification

We decided it would be more realistic to have the skill of the archer add to the damage of an arrow (a more highly skilled archer will aim for vulnerable points and has better draw strength). To compensate for this bonus, we subtracted 3 points from the base damage of each type.

Missile WeaponDamage
Sling+1 + Skill
Self Bow+5 + Skill
Long Bow+11 + Skill
Composite Bow+6 + Skill


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