When combat situations occur, time and action is broken into Combat Rounds. Each Combat Round it about 5 seconds in real-time, so 12 Combat Rounds would be 1 minute. Each creature involved in the combat may perform an Action, such as attacking an enemy, casting a spell, drinking a potion, etc.
One of the following.
UNARMED ATTACK - one creature with a punch, kick or headbutt. Some creatures can make Unarmed attacks too, but sometimes they are claws and bites. This is based onthe Hero's Brawl Skill. T
MELEE ATTACK - one creature with a melee weapon, like a sword or an axe. This is based on the Hero's Sword-Play Skill.
RANGED ATTACK - one creature with a missile weapon, like a bow, crossbow or sling. This is based on the Hero's Marksmanship Skill.
THROWN WEAPON ATTACK - rocks, throwing knives, axes, hammers, javelins and spears. This is based on the Hero's Marksmanship Skill.
DUEL WIELD - attack with two melee weapons, one in each hand. (Reduces Hero's Sword-Play by 2 while using)
WRESTLE - one creature in melee range. This could be a grappling, wrestling or a pinning manouver. This is based on the Hero's Brawl Skill.
USE AN ITEM - a potion, lantern, door, chest, or magical item.
CAST A SPELL - if you have enough Mana. This is based on the Hero's Magic Skill.
SEARCH - a body, look around for other opponents. If it is difficult, this is based on the Hero's Awareness Skill, or the Hero's Dark Sight if the area is dark.
PICKING UP AN ITEM - and putting it away in a sheath, pocket, belt, or backpack.
CHANGE WEAPONS - by putting away an item or weapon and drawing out another.
SPRINT - Move up to your Hero's normal speed per round (this can be used in addition to the free MOVE action below)
You can also do one of the following while performing an Action.
SHOUT WARNINGS - or brief demands or commands to others.
DRAW A WEAPON - from a sheath or belt providing you have an empty hand
DROP AN ITEM - from your equipment to the ground.
MOVE - Run up to your normal Movement rate in metres per Combat Round.
MAKE A HEROIC REACTION ROLLS - When a creature attacks, shoots or casts a spell on a Hero. Or when a trap goes off. The Hero can make as many of these as needed in a combat round, one for each attack, shot, bite, claw, trap or spell.
Creatures with the highest Agility get to perform their action before creatures with a lower Agility score. If two or more creatures have the same Agility score, both must roll two six-sided dice each, with the higher score getting to act first. Once all creatures that are able to act have had their attempt at their Action (in order of highest Agility to lowest), a new Combat Round begins, and the cycle continues until the battle is over.
Holding an Action - A Hero may elect to act later in the combat round.
For example, Rastan the Barbarian starts the round with the highest Agility, but he decides to hold his action. His player states that Rastan will act on a specified Agilty score lower than what he currently has. Rastan will take his action then.
When Heroes attack creatures in combat, the GM selects the most appropriate Skill to be used by the Hero. The creature will automatically defend against this attack by either using its appropriate skill (also determined by the Gm, usually the most advantageous one)
When a Hero attempts to punch, kick or headbutt a creature. Make an (Opposed) Heroic Roll based on the Hero's Brawl.
Opponent - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When a Hero attempts to pull to the ground or immobilize an opponent, by wrestling or grappling. Make an (Opposed) Heroic Roll based on the Hero's Brawl. The GM could also rule it could be based on the Hero's Might
Opponent - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When the Hero attempts to strike a creature with a melee weapon, like a sword or axe. Make an (Opposed) Heroic Roll based on the Hero's Sword-Play.
Opponent - Dodge (Agility), weapon parry (Sword-Play), unarmed parry (Brawl), Shield Block (Endurance)
When the Hero attempts to shoot a creature with a ranged weapon, like a bow, sling, firearm, crossbow, net, rock, spear, throwing knife, hammer or axe. Make an (Opposed) Heroic Roll based on the Hero's Marksmanship. The Hero cannot make ranged attacks whilst locked in melee combat.
Opponent - Dodge (Agility), Shield Block (Endurance)
A Hero automatically fails to cast a spell whilst locked in melee combat. When the Hero attempts to cast a spell (that they know) at a creature. Make an (Opposed) Heroic Roll based on the Hero's Magic. The Target Number for success is equal to 7+ the Opponents - Magic Resistance Skill
When the Hero attempts to cast a spell not to directly affect a creature, more likely a spell on the caster themself, or an ally. Make an (Un-Opposed) Heroic Roll based on the Hero's Magic. The Hero automatically fails to cast a spell whilst locked in melee combat. The Difficulty Number is equal to the Circle of Magic the Spell comes from, see Spell Casting Difficulty Table below.
Circle of Magic Difficulty
Cantrips Basic (Target Number 4)
1st Simple (Target Number 6)
2nd Easy (Target Number 8)
3rd Moderate (Target Number 10)
4th Hard (Target Number 12)
5th Very Hard (Target Number 14)
Player Facing Rolls means that all the rolls are made by the players for their Heroes (except for secret GM rolls).
Whether a Hero is trying to parry a sword thrust from a raging berserker, dodge an arrow from an Orc bow, or resist a spell from an undead mage. The players make the rolls.
When an enemy takes an action and targets a Hero with an attack, spell, or power, the Hero makes a free Reaction Roll. These are opposed rolls and the target number for success is equal to the attacking creature's appropriate skill +7. If the Hero succeeds then they have avoided the attack. The Hero can make as many of Reaction Rolls as needed, each round of combat.
When the Hero rolls a FUMBLE while attempting a REACTION ROLL, the Hero takes CRITICAL DAMAGE, double the ammount of damage the Hero would normally take from the hit.
When A Hero is attacked - they choose to use one of the following REACTION ROLLS
When the hero is the target of an unarmed or melee attack, they may attempt to block the attack with their unarmed combat skills. This is based on the Hero's Brawl skill.
When the hero is the target of an unarmed or melee attack, they may attempt to parry the attack with their weapon. This is based on the Hero's Sword-Play skill. If they are successful then they either parry the attacker's weapon attack or keep them at bay with dangerous sweeps of their weapon.
When the hero is the target of an unarmed, melee, or ranged attack, the Hero may attempt to block the attack with a shield they are currently wielding in combat. This is based on the Hero's Endurance skill.
When the hero is the target of a trap or unarmed, melee, or ranged attack, the Hero may attempt to dodge out of the way to avoid the attack. This is based on the Hero's Agility skill.
When the hero is the target of an enemy spell, magical power, or magical trap, the Hero may attempt to resist the magic. This is based on the Hero's Magic Resistance Skill. If they are successful then they have avoided the effects of the harmful magical attack.
See more details in the Combat Section
The target number for success is equal to the attacking creature's appropriate skill +7.
For example, a Starving Wolf attempts to bite Shamara, and the GM asks Shamara's player to make a reaction roll. The player chooses for Shamara to parry the attack with his sword. The GM calls for a Reaction Roll based on his Sword-play Skill versus the Starving Wolf's brawl skill a 4+7, which equals a Target Number of 11.
For example, a Rampaging Ogre attempts to hit Sir Balin the Knight, and the GM asks Sir Balin's player to make a reaction roll. The player chooses for Sir Balin to Shield Block the attack. Balin's player rolls 2d6 and adds Balin's Endurance Skill. The target number is 13 (7 + the Rampaging Ogre's (6) Good Sword-play skill).
For example, the Undead Sorcerer casts a Prismatic Bolt at Lilith the Archer and the GM allows Lilith to roll a Reaction Roll to Resist Magic. Lilith's player rolls 2d6 and adds Lilith's Magic Resistance Skill. The target number is 13 (7 + the Undead Mage's Good (6) Magic).
When a Hero or Critter is hit by a weapon, damaging spell or unarmed attack in combat, it inflicts damage. The damage is subtracted from the injured combatant's Health Points. The damage is equal to the attacks Offense, minus the injured combatant's Defense. If the damage has been reduced to a negative number treat the damage as Zero (0) as it is only a scratch wound, as no Health Points are lost.
For example: Rastan the Barbarian hit an Ugly Orc with his Battle Axe (Offense 14), the Ugly Orc is wearing Studded Leather Armour (Defense 2). Rastan inflicts 12 (14-2) points of damage on the Ugly Orc, who now has to reduce his Health Points by 12.
OPTIONAL RULE - Brutal Strikes
When a Hero gives damage or receives damage, just get the player to roll a d6 and add it to the damage.
GMs can use this optional rule for any damage suffered from any traps, falls, thrown weapons, ranged combat, spell damage, unarmed and melee combat.
Warning - Fast and Deadly
Yes this does make the combats Deadlier and Faster - The Heroes do more damage, but so do the mosnters.
See if this is a good fit for you and your players!
Pro Tip - Pick a different coloured d6 (like blood red or something!) and get the players to roll it will their Heroic Rolls to speed up play.
When a Hero or Critter gets reduced to Zero (0) Health Points or less, they collapse and lose consciousness and become Out of Action. The Hero must make a Difficult (12) HEROIC ROLL based on the Hero's Endurance Skill. On a success, the Hero regains consciousness d6x5 minutes later with 1 Health Point. On a failure, the Hero dies in a heroic fashion narrated by the GM.
If a Critter becomes Out of Action they are considered dead. The enemy (non-player character) special boss monster or villain can be treated like a Hero if the GM wishes.
If the Hero’s or creature’s Health Points are reduced to below -3 then they have been fatally wounded and have died.
OPTIONAL RULE - UNCERTAIN FATE
If a Hero gets taken Out of Action - roll on the table below.
d6 Roll Effect
6 Groggy Head = -1 to the effective level of Skills for the next d6 hours
5-4 Minor Injury = -2 to the effective level of Skills for the next d6 hours
3-2 Serious Injury = -2 to the effective level of Skills for the next d6 days
1 The Hero has been fatally wounded and has died.
Mighty Blows can be caused by unarmed, melee and ranged attacks in combat. If an attacker rolls a double 6 during their skill check, then they are automatically successful and have caused a Mighty Blow. A Mighty Blow cause double damage to an opponent (before random damage is applied, if using that optional rule)
If attacking an opponent in unarmed, melee, throwing, or ranged combat, then CRITICAL FAILURE indicates a COMBAT FUMBLE. Roll on the Combat Fumble Table below.
Roll COMBAT FUMBLE Effect
5-6 The Hero loses their balance, slips and falls over, ending their turn looking like a fool.
3-4 The Hero fumbles and drops their weapon (or infilcts half damage on themself if they are unarmed)
2 The Hero accidentally injures an ally nearby for half of normal damage.
1 The Hero accidentally injures themself for half of normal damage.
For example, Hawkeye the Ranger shoots his bow at the Raging Ogre charging towards the Heroes in blood-fenzied rage. Hawkeye's player rolls a double 1 on his HEROIC ROLL indicating a CRITICAL FAILURE. Hawkeye (rolls a 2 on the COMBAT FUMBLE Table above) and the GM narates how he fumbles and drops his longbow in front of the Raging Ogre.
Not all combats will be between just two combatants. If a Hero (or creature) is fighting against more than one opponent, then they are considered Outnumbered.
When attacking an Outnumbered opponent attackers gain a +1 bonus to the appropriate skill, for each extra combatant attacking the enemy.
Eg. Wolfgar the Barbarian is surrounded by three Savage Orcs in combat. The Orcs will temporarily gain +2 bonus to their Sword-Play Skill while attacking Wolfgar in melee combat because he is Outnumbered by three opponents.
Heroes (and enemies) may fight with a weapon in each hand, each must be a usable one-handed weapon and at least one of them must be a short-sword, dagger, club or knife.
While dual wielding, all attacks and parries are penalized with a -2 modifier to the hero's HEROIC ROLLS and reaction rolls.
When firing or throwing at a target, get the player to make an Opposed Heroic Roll versus the target's Agility Skill (if dodging) or Endurance Skill (if Blocking with a shield).
Penalty to Firer's Stat
Long Range -1
Firer Moving -1
Firer Under Attack -1
Target Obscured or in Cover -1
Firing into Combat -1*
* If the hero misses their target, then roll a ranged attack again at the next closest target, friend or foe.
If the Hero attempts to fire or throw while in melee combat, it is nearly impossible and the Hero is considered unarmed.
I enjoy using this alternate armour system to speed up play by removing the need of subtracting numbers from damage taken.
The Heroe's Defense Stat no longer subtracts from the damage each attack the Hero takes. Instead the Defense Stat functions in a differnet way. The Easy armour System doubles the Heroe's Defense Stat and adds it to the Maximim Health Point Total of the Hero. This allows an armoured Hero to take more hits and keep on going.
The Easy armour System applies to all the enemies also.
If you use this Easy Armour System (Optional Rule), then I highly recommend using the Brutal Strikes (Optional Rule) also.
Try it at your table and see which armour system suits best for your group.