ATTACKING Attacking successfully depends upon the skill of the attacker (D rolled against the difficulty), the defender's DEXTERITY, and whether or not the defender is wearing any armor. To make an attack, determine weapon you wish to attack with. Then, check the amount of skill you have with said weapon. If you have no listed skill, that means that you are non-proficient with that weapon and should roll your fighting skill instead. A roll with a result less than 6 or any number of botches on the wild die is an automatic miss. 3 (three) botches on the wild die means that the attacker has disarmed himself (or lost one hand on a 2-handed weapon). 6 (six) botches is a disarm, even of a 2-handed weapon. A parry is performed by rolling the defender's skill with their weapon and requires the use of 1 (one) free action. The defender's roll is subtracted directly from the attacker's roll before being cross- referenced on the chart below. If the defender scores at least 3 (three) MORE successes than the attacker, the defender takes no damage (regardless of the chart) and has disarmed the attacker (or removed one hand from a 2-handed weapon). In calculating successes, a botch counts as a success for the opponent. Thus, if the attacker botched once and the defender got 2 successes, That would count as 3 successes for the defender. If the defender scores at least 6 (six) MORE successes than the attacker, the attacker is disarmed (even in the case of 2-handed weapons) and the defender takes no damage. If the attacker rolls at least 1/3 of his dice as 6's and hits, the defender has been critically hit--roll on the critical hit chart or think of something appropriate to the situation. If the attacker rolls at least 1/3 of his dice as 1's, it is an automatic miss. If 1/3 are 1's and 1/3 are 6's, the effects cancel and resolve it as a normal strike (on the chart below). READING THE CHART M = miss GB = glancing blow--all 6's rolled on the damage dice count as 1's (with the exception of the wild die). depending on how you wish to rule it, if the defender has armor, the blow may be turned entirely. H = hit--damage as normal SH = solid hit--all 1's rolled on the damage dice count as 6's (with the exception of the wild die) DEX VE(1) E(6) M(11) D(20) VD(36) H(50) INH(70) INC(96) GOD(126) 1D M H H H SH SH SH SH SH 2D M GB H H H SH SH SH SH 3D M GB GB H H H SH SH SH 4D M M GB H H H SH SH SH 5D M M GB GB H H H SH SH 6D M M M GB H H H SH SH 7D M M M GB GB H H H SH 8D M M M M GB H H H SH If a hit is scored, then damage is calculated. If the defender is wearing armor, then that is rolled next, and subtracted directly from the damage. If there is any damage left after this, then the character's constitution is rolled and subtracted from the damage. Any damage remaining is subtracted from the character's hit point total. *NOTE--most armor restricts a character's dexterity (the -DEX column). This is subtracted directly from the character's effective dexterity on the table above AND affects all dexterity rolls taken while the armor is equipped. Note: S=slashing; swinging with a sword, dagger, or other non-axe edged weapon. P=piercing; stabbing with a sword, dagger, spear, or other pointy thing. B=blunt; bashing with a mace, hammer, club, or other blunt object CH=chopping; swinging an axe or axe-like weapon (DM's discretion) -DEX=dexterity penalty; when you put on a piece of armor, it usually hampers your movement. This is the number of pips or D that your dexterity is penalized when wearing this armor. All rolls are penalized, including initiative, and you become easier to hit. ex:If you have 3D of dex, and then put on Hide armor, you have an effective dex of 1D until you remove it. Calculations to hit you are made against 1D and you roll 1D of initiative in combat. If, for example, you had 5D of harp, and you tried to play it with the armor on, you would only roll 3D. This is the main restriction of armor. However, if you are already slow, armor will not drag you down that much, and the amount of extra punishment you can take may more than make up for it. ARMOR S P B CH -DEX Padded +1 0 +2 0 0 Leather +2 0 +2 +2 0 Studded 1D +2 +2 +2 -1 Spiked 1D +2 +2 +2 -1 Ring Mail 1D+1 1D+1 +1 1D X Hide 1D 1D 1D+1 1D+1 -2D Scale mail 2D +2 1D 1D+1 -2 Chain mail 2D+1 1D+2 1D 1D+2 -1D+1 banded 2D 1D+2 1D 1D+1 -1D brigandine 2D+2 1D+2 1D+2 2D -1D+2 splint 2D 1D+2 1D 2D X bronze plate 1D+2 1D 1D 1D+1 X plate mail 3D+2 2D 2D+2 3D -1D+2 field plate 4D 2D+1 3D 3D+2 -2D full plate 4D+2 3D+2 4D 4D -2D+1 SHIELDS PARRIES PER ROUND Buckler 1 Medium Shield 1 Large 2 Tower 3