Combat Rules

Gambits

Gambit are things you can do in combat, complex things not covered by the rules. Things like ricocheting an arrow off a throne and hitting the priest in the eye or sliding between the giant's legs and sticking your sword in his butt.

To Gambit: Roll two To-Hit dice. If both hit, you succeed. If one misses, you fail. If both miss, thing's have gone awry and bad things happen (fumble, lose next action, etc). To-hit number may change depending on what exactly you're attempting.

Notches aka wear-n-tear

When you roll a 1 or 2 on an attack, you gain a notch on that weapon. Weapons can take their damage die in notches before breaking (ie dagger gets 4 notches, longsword gets 8). Weapons break when notches = damage die.

Armor gains a notch when hit with an attack roll of 19 or 20. Each notch affects AC by -1.

Magic weapons gain a notch on a roll of 1 and can take [dmg die * bonus/effect] before breaking. Magic armor takes a notch on a 20 hit, and reduces AC by one for every 2 notches.

Notches can be repaired at a cost of 1/10th total item cost per notch. Magic items are base item cost per notch and can only be done by qualified persons. 

Shields Shall Be Splintered!

Shields add the normal +1 to AC. Any time you take physical damage, you can sacrifice the shield to avoid the damage. The shield is then useless. Magic shields can be sacrificed a number of times equal to their bonus/effect.

?Hit Points – Grit/Flesh?

?Combat – Opposed rolls?

Fast & Hard

1d4 and 1d6 and ranged weapons use Dex as combat mod, 1d8 and above use strength.

Dual Wielding

Dual wielding has an attack penalty for each dmg die over 1d4 per weapon. So longsword + dagger = -2 attack. You can choose to attack once and gain +1AC for the round, or you can roll double damage dice and pick the better of the two.

 

 

Combat Rules

Old School synk2