Role-playing games generally divide activity between a casual and interactive non-combat time scale with a more strictly regulated combat time scale. The former I call Free Time, the latter I referr to as Detailed Time or Detailed Scale.
Detailed Scale is divided into rounds representing roughly six seconds. Rounds are divided into segments which are used for determining initiative order; they have no empirical time value. Each character gets one Combat Action per round, but an individual action can involve multiple activities or die rolls. Throughout the rules presented below, the word “attack” is a highly generic term effectively meaning “anything done in a combat context”.
Detailed Scale encounters will usually start with either a Hidden Things roll or a Surprise roll, either of which may help determine the conditions of the encounter. Once the encounter begins, initiative rolls are used to determine order of action each round.
When the game goes into Detailed Scale, the ability of players to interact, communicate, and exchange information is strictly limited, and "loose" conversation or attempts to guide the actions of others (without appropriate character options) will be sanctioned. Unless a character is taking an appropriate speaking action, conversation during detailed scale should be strictly limited to exchanges between the GM and individual players.
The use of Dwarven Forge* terrain in my game has caused a change in movement systems. Traditionally, I have measured everything in yards and allowed grid-free movement. Dwarven Forge measures in 5-foot sections and encourages grid-style movement. The latter is steadily winning, but I will still retain both options, just to be confusing.
The following table shows movement rates for a normal human in Detailed Scale in both yards and feet, assuming minimal encumbrance and clear terrain. Some races have reduced or increased values.
Yards Feet/Movement Points
Crawl 2 5/1
Sneak 3 10/2
Cautious Walk 5 15/3
Normal Walk 7 20/4
Brisk Walk 10 30/6
Quickmarch 16 50/10
Jog 22 65/12
Run 35 105/21
Sprint 43 130/26
When moving Dwarven Forge terrain, each "square" on the grid represents five feet or one movement point. Moving on a diagonal between squares counts 1.5 move points. Obstacles, elevations, and the ground itself can additionally alter movement costs. A character may not exceed their maximum movement in a turn; excess movement points are usually lost but can be retained in phased action situations.
* Dwarven Forge is a registered trademark
The Hidden Things roll is a multi-purpose tool which is used by both the GM and the players. It can represent the character's chance to see something odd, out of place, unusual, or interesting while otherwise engaging in normal activities. It can be used to detect an ambush, see through a disguise, catch a pickpocket, or to notice the bricks in the wall of this dungeon had the same design as the ones in the last.
A Hidden Things check is like a skill roll; a player rolls 1d20 and adds their Hidden Things modifier. For all characters, this modifier is a base of 2, plus their Intelligence Modifier (see Int Table), plus 1 for every three full levels (+1 at 3, +2 at 6). The Hidden Thing itself will have a target number, usually between 10 and 25, and a roll equal to or greater than that number indicates success.
The Hidden Things roll generally acts as a passive skill. Players do not have to constantly specify that they are “Looking for Hidden Things”; it is assumed that characters are naturally alert and inquisitive creatures and have their Hidden Things skill turned “on” all the time. This allows the GM to call for rolls when appropriate (or when wishing to create mystery and confusion), and dispensing information appropriately. However, it can be actively invoked by characters at any time as well, if they think there is something to discover. Note that no matter how good the roll, if there is nothing to find, then nothing will be found.
A surprise roll is used as a purely random check on a character's condition when something unexpected suddenly occurs. Surprise is rolled on 1d10. A roll of “1” causes complete surprise, “2 – 3” represents full surprise, “4 – 5” determines partial surprise, and a “6” or better is no surprise. There is no set meaning to these terms, as the implications of surprise vary completely based on the logic of the situation.
What a surprise roll really does is allow me to create some context in random or surprise situations. With a group that is already readied and alert, maybe at the moment the troll jumps out, a "1" means someone was just re-adjusting their backpack; they are only momentarily unready and simply go last in initiative that round. Alternatively, while traveling overland and a manticore attacks, a "1" could mean someone is off alone relieving themselves at that moment, and it takes them several rounds to get back to the group. Same die roll, but completely different result, because it's completely situational.
Once Detailed Scale begins, Initiative is rolled by each character at the start of each combat round to determine order of action. Initiative is rolled on 1d10, with modifiers for dexterity, possibly magic and sometimes situational factors applying. Normally, actions are resolved in a round from highest to lowest initiative, but there are actions, events and/or abilities which can pre-empt the normal initiative sequence.
It is a GM tradition that when my critters, NPCs, and the like roll a natural "10", they will win initiative that round regardless of modified results by characters (which may be higher). Call it the Vegas house advantage. However, when the bad guys roll a natural "1", they always lose initiative, even to characters who might also have rolled a "1" and again regardless of the NPC's normal modifiers.
Listed below are standard combat actions, but they should be seen as guidelines rather than manacles. If you want to do something that doesn't seem to fit the list, it's perfectly acceptable to simply say "ok, I want to do this..." and let the GM figure out what to call it.
In Detailed Scale, most actions are resolved at the moment they occur in initiative order. However, certain actions are classified as Phased Actions; these start in their initiative segment but are resolved at a later point, usually at the end of the current round or even a later one. Phased actions are usually used for situations of continuous action over time, or for situations involving extended amounts of movement. Phased actions can be potentially interruptible.
There are some principles the GM believes in regarding combat (and any Detailed Time actions) which may help you understand how I run my game.
Although we resolve combat activities in a very stop-action and mechanical sort of way, what I try to see is a continuous flow of action. Within a round, everything is happening at roughly the same time, and initiative is only a means of imposing orderly resolution on a chaotic situation. The bad guys don't just stand frozen while characters act, nor the other way around. Nor are actions resolved as an instant of time amidst stasis; in reality, every combat option should probably be considered some kind of "phased action" that takes some fraction of the round to complete, but this leads to a degree of complexity more cumbersome than enjoyable.
The result is that I'm flexible about how actions within a round might or might not pre-empt or otherwise interact with each other. It's best to think of initiative not really as when you do your thing, but more like when during the round you start doing your thing. This is particularly true with extended actions ("I drop this, grab that, move five feet, then use the command word"), all of which a player will want to do before the opponent acts because they are one initiative segment faster.
The Combat Action option allows a normal human to move up to 20 feet [4 MP] and engage an opponent with their full range of combat abilities. Movement and combat are generally executed immediately, although it is possible to do one (move/attack) immediately and hold the other to be used later in the round to preserve situational integrity (see "Split Move and Combat", below).
An individual already engaged in melee combat can also use a combat move option either to alter their position relative to their opponent, or attempt to maneuver the combat in a specific direction. either by "pressing" (trying to make an opponent move) or by "backing" (drawing the opponent forward by backing away). The success of such movement attempts are contingent on the opponent's reaction, and cannot cause disengagement between the opponents (this is like saying that retaining engaged status is a priority over movement with this option).
This action allows a normal human to move up to 40 feet [8 MP] and engage an opponent. Number of attacks are reduced by half (fru), but never to less than one primary attack. This is a phased action; movement is plotted immediately, the character’s attack is resolved in segment 0. A move to engage can be interrupted or aborted, and can be combined with a parry option (in which case the AC bonus would apply throughout the round).
This action choice can be used to allow a combatant to attempt Disengagement from melee combat (see Charge, below). This action cannot be combined with a hold action unless that hold was initiated on a previous round, but can be combined with a parry option. When declared, the individual specifies an initial movement direction (not distance) but generally remains in their current position and facing until action phase 0, when both movement and possible attacks are executed. If the opponent has available movement, they may be able to follow to the limit of that movement.
Allows a normal human to move up to 90 feet [18 MP] and execute a single attack against an opponent. It is a phased action; the initial movement (it can change if the target moves) is plotted immediately, and the action is resolved in segment 0. Once initiated, this attack cannot be aborted voluntarily. It cannot be combined with a parry option, and cannot be executed out of a hold option unless that option is specifically contingent to the target's actions. If a defender sees the attack coming and holds their attack in response, they can gain a "to hit" bonus. If a defender sees the attack coming and has movement available, they may be able to avoid/negate the attack (though not its movement).
As an option, the attacker can choose to "overbear" the target, meaning to physically strike it and knock it down. This attack typically gains a hit bonus of +1 (or more) and potential damage bonuses based on both movement distance and potential size/mass differential. A successful attack will either displace or knock down the target, and may do the same for the attacker. If the target knows the overbear attempt is coming, they may be able to either Dodge (displace and prevent a collision) or Brace (inflicting damage on both combatants).
The Full Charge option can be used as a "Turn and Flee" option, essentially working in the same manner as Move to (Dis)Engage but with more movement permitted; however, no attacks (including a parry option) are allowed -- only movement.
Unless otherwise indicated, in any option where an individual receives an attack option, they may choose to remain engaged with the opponent, but concentrate solely on dodging and parrying that opponent’s attacks. In doing so, they still exert "threat", but give up all offensive attacks and instead increase their armor class and may further gain damage reduction. Note there is no partial tradeoff between attacks and parrying.
The dodge/parry option doubles the armor class values of a character’s dodge modifier (a character with no normal modifier adds 1), their weapons, and any AC-improving expertise points in the combat style. Armor and most magic items will not affect this extra bonus, although items specifically involving movement (boots of speed) potentially may.
A dodge/parry option usually requires the potential for displacement. Normally, the parrying individual must have at least one adjacent unoccupied 5' grid space that they could potentially displace to. Such displacement may or may not actually be required, but the option must exist. If displacement is required, the actual choice is up to the defender, and then the opponent has a free 5' move option to maintain contact. If not taken, the parrying individual can immediately re-occupy their original position. This can occur multiple times in a combat round.
In some situations, particularly where conditions make the logic of avoidance problematical, a character may receive less than the full parrying bonus they might normally expect, and instead gets a damage reduction bonus (usually 50% or more) from melee attacks that are otherwise successful. This can also occur if a parrying character declares they will "Hold their Ground" and refuse any displacement. These situations are otherwise pretty rare, and a parrying character will be informed if/when the condition applies (and usually why).
There is also a special parry option known to experienced players as “Oh Shit!” mode. Unless completely surprised or unaware, a character who has not yet acted can opt into a dodge/parry option at any point in a melee round, even before their normal initiative or at the very start of the round itself. The full defensive bonus applies from the moment the declaration is made; it can even be declared in place of an initiative roll, meaning it applies no matter who "goes first". Note that in such cases, a player may still be asked to make a normal initiative roll, which may be needed to resolve potential movement options or other combat actions.
An unengaged character in detailed scale can move at normal movement rates while remaining unengaged in combat. This action can be combined with a presumptive parry option, but only up to the rate of a Brisk Walk. Movement at a faster pace may prohibit parrying against some/most attacks (situational).
Allows casting of one memorized spell. Maximum movement allowed is normally 20 feet [4 sq.], though some spells can be more restrictive. This is a "combat option", meaning it can be done while in melee with no armor class penalty, but (except in specific cases) no physical "attacks" are allowed. Casting usually presumes the character has at least one free hand, other restrictions may apply.
Allows normal activation of a magical item, device, or use of spells cast by items, and can be combined with any movement option that allows a normal attack. Some items can be activated only as a primary attack, some as a primary or secondary attack, and some as the only attack action a character can take that round.
Covers weapons or other items. Note that while this option does not normally allow for a normal attack, it can be combined with a parry option for additional armor class during the draw or switch. Different weapons and items may function differently (readying a shield and drawing a dagger both fall under this category, but are very different actions). Depending on the weapon(s) or the action, movement may be limited to a Combat Action (20').
This generic category is usually used to describe a character attempting a non-combat task under combat conditions, and typically one which will take multiple rounds to complete.
An Observe Situation action allows a character in Detailed Scale to become aware of the general circumstances of a situation rather than just what is immediately perceptible.
A character actively engaged in personal combat, or in any intensely focused activity, has a greatly reduced sphere of awareness. They're aware of what they're immediately fighting with, and not much else (not if they want to live, anyway!). Yet as players we all see where the miniatures are, we all listen to each other's conversations with the GM, and we all tend to react to things our characters wouldn't automatically be aware of. Hence, there will often be situations where a character in a Detailed Scale sequence may be required to take an Observe Situation action before being allowed to react to something their character wouldn't be "immediately" aware of.
While an Observe Situation action doesn't allow attacks, characters retain full normal armor class and may choose to parry if they are attacked while Observing. It can also be combined with a Give Commands option, although the speaking option may be considered a phased action. Movement options are a little situational, but Observing can usually be combined with at least a Combat Move.
An Observe Situation action can also be used intentionally by players to allow their character to watch both the "big picture" during melee, allowing they to Give Commands, to act as overwatch for further dangers, or to wait to react to an anticipated event. Again, a character always retains both their normal AC and the ability to invoke their parry bonus if attacked.
A character remaining both unengaged and in Observe mode for more than a single round can retain their Observing status while now also being considered in a Hold Action regarding their own attacks. Thus, if a character is already Observing from the previous round, they can immediately react to current events without a further loss of actions.
Characters in detailed scale are allowed limited communication. A character is normally limited to two or three words, perhaps a half-dozen syllables, during a combat option. The Give Commands option allows more extensive communication, more or less whatever you can then squeeze into your six seconds, although I generally don’t use a stopwatch.
There are two ways this action can be used. It can be used as a normal option, in which case it can be combined with normal movement options and is resolved normally in the character’s initiative. The character may not attack, but may parry. It can also be used in a preemptive manner similar to a parry option by declaring the option during the initiative phase. In this case the speaking character acts before all other initiatives that round, and may not make melee attacks (though they can parry).
A Hold Action option isn't really a unique option, but the ability to delay choosing an option. It can be used in order to wait and react to anticipated events, or to deliberately allow some other event, creature, or character to act first. In any case, once "on hold", the character may take their action normally in any following initiative segment down to 2; if they remain on hold until segment 1 their action automatically defaults to the following round with an effective initiative of 20. A character can stay "on hold" indefinitely.
A hold can be combined with an Observe Situation for an "overwatch" option, particularly with ranged attacks.
In trying to minimize the effects of stop-action combat, I've become pretty flexible about the association between initiative, movement, and combat rolls. Not infrequently, a character in their initiative will want to take an action which uses either their combat or movement options, but not both. In this case, the unused option can be considered split and "on hold", subject to other events later in the round. Two examples should clarify.
A character starts a round unengaged, but with opponents roughly 40 feet away. The character, in their initiative, moves 20 feet forward as a Combat Move, and declares their attacks "on hold". Later in the same round, an opponent moves into melee range. The character has their full range of attacks available as if the opponent had been there from the start.
Alternatively, a character is already in melee with an opponent. A new round starts, the character has a higher initiative, and in their initiative they execute their attacks but don't use any movement. If, at a later point in the round, their opponent tries to move away, the character would be able to claim movement "on hold", and potentially able to use it to stay within melee range.
This ability is not an unconditional rule. It is intended to reinforce the idea of continuous flow of action, and allow a reasonable degree of flexibility. It can be dependent on the situation, what the character can see, and in some cases the nature of the opponent. But again, the intent behind it is to eliminate the issues involved with the stop-action, "I move you move" nature of tabletop miniatures. Logic, not technicality, is the driving force.
There are certain points during combat or other detailed scale situations where the need to say or do something purely role-playing in nature clashes with the technicalities of system mechanics. Shouting “Now, Wizard Bullywiggle, you’re going to get what you deserve for destroying that village!” technically requires a player to sacrifice an entire round’s action to “Give Commands”, and if the magic is about to fly, few players will waste what is otherwise precious time. When tactics get in the way of drama, the “Movie Moment” is the solution.
The Movie Moment option allows either GM or player to momentarily “time stop” the entire Multiverse in order to have that cameo movie moment to usually say, and occasionally do, something aesthetically (rather than tactically) cool. The caveat is that it must be absolutely and entirely role-playing in nature. Anything said or done that has tactical overtones, or directs action of other players, will be judged to be a “Give Commands” option and uses the player turn.
Movie Moments are used by the GM with a little wider latitude than players, particularly when invoking or describing story-significant events and actions. During such time, characters are assumed to be “observing the situation” (hence their full awareness of what is being described) but are otherwise "frozen in narrative time" and not eligible to act until the activity is finished and detailed sequence resumes.
The entire concept is obviously judgmental, and it is not meant to be invoked every five minutes for someone to preen. It is also not meant to open the table for conversation -- Detailed Scale rules are still in effect! But when it’s really appropriate, and the situation calls for that dramatic moment in the midst of combat, the option to say "Wait -- I need a movie moment" can give that role-playing moment a happy place amidst the technical demands of combat situations.
Every combat system has assumptions, and they matter. To reduce clutter, I've placed a description of mine in a separate place. It links back to this part of the page.
1. In all combat situations, the word "weapon" is always understood to include virtually anything, including shields, an improvised object, or even an empty hand.
2. A character generally receives one action per detailed turn, but that single action can often involve multiple dice rolls, which are called "attacks". These do not equal discrete individual actions; they are an arbitrary representation of numerous potential actions during the round. The standard number of attacks a character receives is determined by their profession and level, and is detailed below.
3. All fighting styles (with rare exceptions) allow for a primary and a secondary attack (although this may be limited by a character's level). Usually these attacks will have different values and a default selection. A player may freely switch which weapon/attack is primary or secondary for attack purposes, but armor class values remain based on the default (which is always to the character's advantage). A character with only one attack still retains all weapon defensive values.
4. A character using melee weapons uses the Number of Attacks table normally; ranged weapons vary. Bows, light thrown weapons, and light crossbows can be used/fired as both primary and secondary attacks. Medium and heavy crossbows, slings, and heavy thrown weapons can be used/fired once per primary attack only. All ranged weapons expend ammunition per normal attack, but not for rerolls.
Class F1 F2 C, R M
Level
1 B A A A
2 C B B A
3 C B B A
4 C B B A
5 D C C B
6 D C C B
7 D C C B
8 E D C B
9 E D C B
10 E D C B
11 F E D C
12 F E D C
13 G F D C
14 G F D C
15 H G D C
16 H G E D
17 J G E D
18 J H E D
19 K H E D
20 K J E D
A Character limited to one primary attack only
B Character allowed a secondary attack if the primary misses
C Character allowed one primary and one secondary attack
D Primary and Secondary, reroll primary if miss
E Primary and Secondary, reroll any one miss
F Two Primary and one Secondary attack
G Two Primary, one Secondary, reroll one primary miss
H Two Primary, one Secondary, reroll any one miss
J Two Primary, two Secondary
K Two Primary, two Secondary, reroll any one miss
The basic hit procedure is generally the same for melee and ranged combat. The player rolls 1d20 for each attack allowed; the opponent’s armor class acts as a target number and the adjusted roll must equal or exceed that number to succeed.
A natural die roll of "20" is always a hit, regardless of normal modifiers, unless success is somehow physically impossible. Any time an adjusted "to hit" target is 19 or less, a "natural 20" is considered a critical hit: no damage dice are rolled, the weapon automatically does its maximum damage. A natural die roll of "1" is always a miss; in some cases it may invoke additional implications.
Hit Modifiers Include:
1. Character level (all classes)
2. Attribute (strength or dexterity)
3. Expertise (if applicable)
4. Bonus inherent to weapon, from quality or magic
5. Magical spells (like Blessing)
There is a sixth category, Situational Modifiers, but that's the GM's problem.
Damage Modifiers include:
1. Attribute (usually strength)
2. Expertise (if applicable)
3. Bonus inherent to the weapon, from quality or magic
4. Spells or special magical effects (frost sword vs fire giant)
Again, situational modifiers (like a Charge to Overbear) can influence damage modifiers, and again it is the GM's problem.
Sources of Armor Class include:
1. All character races receive a natural armor class of 5
2. Dodge modifier, from the Dexterity table
3. Body armor gives a bonus which may be augmented by quality/magic
4. Weapons give a AC bonus which may be augmented by quality/magic
5. Expertise in the weapon skill being used (if applicable)
6. Magic spells and effects can temporarily increase armor class
7. Situational modifiers are too numerous to list
Trying to touch-heal a character who is actively engaging in melee combat is a tricky proposition. The individual in combat doesn’t have a lot of time to distinguish the orc's attempted touch from the cleric’s, and coming up from behind can actually make the situation worse. It is important to remember, as always, that the players looking at the table top see what their characters cannot, and that in the intensity of combat, all unknowns are considered hostile.
When a heal (or any friendly touch-attack) is attempted on a character in melee combat, the following rules generally apply: If the target is aware of the attempt and in a dodge/parry action, or is otherwise immobile, the attempt will succeed automatically. If the target is aware but in any other melee action, the attempt requires a successful "to hit" against the target's normal armor class. If the target is unaware of the attempt, regardless of option, a successful "to hit" roll is required against the target's normal armor class, and the target may be required to take an attack of opportunity against the "unknown assailant".
The solution to this situation is logic, communication, and intelligent use of the system. Simple phrases ("Need Healing!" or "Behind you!") are always possible regardless of option, and waiting/holding until a character both takes a parry option and calls out "Ready!" will ensure the GM can't intervene to make trouble. Combat is too dangerous to rely on "They know it's me", but basic communication and cooperation can make healing in combat relatively easy.
As noted, a target's Armor Class serves as the target number for a successful attack. The concept of armor class assumes combat opponents are active, resisting, and dangerous. In some situations of complete surprise, or where there is no danger of being attacked in return, attacks can be automatically successful without need for die rolls. Even a first level fighter can hit a fence post twenty times out of twenty because it doesn't duck and it isn't dangerous. Trying to poke an angry tiger is a little different.
All creatures and characters have a natural armor class value representing that resistance factor (usually 5 for characters), to which their dexterity modifier is automatically added. Additional armor class comes from body armor, defensive value of weapons, combat expertise (specializations), and possibly magic. Situational modifiers can always apply.
The defensive value of weapons is a constant modifier, it does not require a parry option (the parry option actually doubles their normal values). Further, since Brawling is a universal weapon proficiency, remember that an otherwise unarmed individual still always has two weapons, each hand being worth 1 point of armor class (and 2 each if skilled in Unarmed Combat).
While real and fantasy body armor are both about as varied as human imagination, for this game armor types are simplified into a series of standardized categories. “Armor” is considered a single item for game purposes, and technically assumes some level of both body and head protection. Some armor types (notably, heavy armor) can be incompatible with certain items of otherwise normal clothing, magical or otherwise, but in most cases specialized or magical items (helms and boots are good examples) can be integrated into the "single item" that represents the armor a character is wearing.
Basic armor categories include Clothing (soft garments only), Fabric (laminated, hardshell), Cuir Bouilli Leather (heavy leather, hardshell), Scale Mail (metal scales or bands sewn to cloth undergarment), Chain Mail (metal linked rings over padded cloth), Plate Mail (solid metal with chain at joints), and Full Plate (comprehensive body coverage). Armor can be further differentiated as being either full body, or partial body (cuirass only).
All armor types have three values: Armor Class, Hit Points, and Required Statistics. Armor class is the value added to the wearer’s total AC, and Hit Points are similarly added to the individual’s Hit Point Maximum when worn . Required Statistics represent the minimum physical requirements to effectively wear armor of that type. Each armor type has a standard values for these statistics, which can be further modified by quality or magic.
The ability of armor to add to both AC and hit points assumes a state of adequate condition which can be degraded by combat, and is maintained through application of Armor Maintenance skill (surprise!).
The values shown below are for a standard style, average quality, non-magical suit of the appropriate armor type.
Partial Body Armor
Laminate Fabric Cuirasse AC 4 HP 5 str+con 19
Cuir Bouilli Cuirasse AC 5 HP 10 str+con 22
Scale Mail Vest AC 6 HP 10 str+con 25
Chain Shirt AC 6 HP 15 str+con 27
Plate Curiasse AC 6 HP 20 str+con 29
Full Body Armor
Light Clothing AC 1 HP 0 none
Padded/Winter Clothing AC 3 HP 5 none
Laminate Fabric AC 5 HP 10 str+con 22
Cuir Bouilli AC 6 HP 15 str+con 25
Scale Mail AC 8 HP 20 str+con 29
Chain Mail AC 8 HP 30 str+con 30
Plate Mail AC 10 HP 40 str+con 32
Full Plate AC 12 HP 50 str+con 31
All weapons have both offensive and defensive values. The offensive value is the damage the weapon does with a successful attack, and the defensive value is the armor class bonus the weapon provides. These values can vary based on how a weapon is used (1-handed or 2-handed, for instance), or on whether it is used as a primary or secondary attack. Note that weapon defensive values are constant no matter how many "attacks" a character receives.
All 1-hand weapons have a single offensive value and two defensive values. The first defensive value is used when that weapon is the default primary weapon in the style being used, and the second value when it is the default secondary weapon of the style. Even if a player temporarily switches primary and secondary designations for offensive purposes, default defensive values are always used (this should always work in the user's favor).
All 2-handed weapons have two offensive values and a single defensive value. The larger offensive value is the weapon's default primary attack, the smaller represents the default secondary attack. The weapon’s defensive value is the same regardless of how the weapon is used offensively.
Weapons cause varying types of damage, usually defined as either Cutting, Piercing, Thrusting, or Smashing, and many weapons can do more than one kind. In general, all damage is equal, but there are both situations and specific creatures where certain damage types may be either more or less effective than normal. The GM does not automatically assume a character will use a specific damage type; if you want credit, it's best to be specific when a weapon has multiple options.
Magical or high quality weapons add three additional statistics: Hit bonus, Damage Bonus, and Armor Class Bonus, and are always listed in that order (in reality, all weapons have these, but ordinary weapons have values of zero). Thus, a magic weapon classified as 3-2-1 would give a +3 bonus to hit, a +2 bonus to damage, and a +1 bonus to armor class, whereas a 1-1-0 weapon gives a +1 to hit and damage only. Note that a magical armor class bonus is in addition to the normal armor class values of a weapon.
Weapon Type DV OV Skill Type Notes
axe, battle axe 2/0 3d4 axe C
axe, dueling 2/1 1d12 axe C
axe, hatchet 2/2 2d4 axe C
bardiche* 4/x 2d8/2d6 2h axe C/S slow, -1
baton/jo stick 2/2 1d6 mace S fast, +1
club, simple 2/2 2d4 mace S
dagger, combat 1*/1 1d8 dagger C,T fast, +1
dagger, knife 1*/1 1d6 dagger C,T fast, +1
dagger, parry 3/3 1d6 dagger T fast, +1
dagger, punch 1/1 1d8 dagger C,T fast, +1
flail 1/1 1d10 flexible S slow, -1
glaive* 3/x 2d8/1d6 polearm C slow -1
greataxe* 4/x 2d8/2d6 2h axe C slow, -1
halberd* 4/x special special C,P,S
hand, gauntleted 2/2 1d4 brawling S fast +1
hand, gauntleted 2/3 1d10 unarmed S fast +1
hand, open 2/2 1d3 brawling S fast, +1
hand, open 2/2 1d8 unarmed S fast +1
lance light* 1/x 4d6*/x lance T,P nsa
lance, heavy* 0/x 4d8*/x lance T,P nsa
Lucerne hammer* 3/x special special S,P
mace, light 2/2 1d12 mace S
mace, heavy 2/0 3d4 mace S
maul* 4/x 2d8/2d6 polearm S slow, -1
morning star 0/-1 2d8 flexible S slow, -1
naginata* 4/x 2d8/1d12 polearm C,T/S
pick 2/2 1d12 axe P
pike* 1*/x 3d6/x polearm P slow -2, nsa
pole-axe* 2/x 3d8/x polearm C slow -2, nsa
quarterstaff* 5/x 2d4/2d4 staff S, T
shield, buckler 3/3 1d6 shield S fast, +1
shield, medium 0*/4 1d8 shield S
shield, large 0*/5 1d8 shield S
shield, tower 0*/6 1d8 shield S slow, -1
spear, short 1/1 1d12 spear T,P (1-handed)
spear, medium* 4/x 2d8/2d4 spear T,P
spear, long spear 2*/x 3d6/x spear T,P nsa
sword, bastard 2/0 2d6 sword C,T (1-handed)
sword, bastard* 4/x 3d4/3d4 2-h sword C,T prg
sword, broadsword 2/0 3d4 1-h sword C
sword, greatsword* 4/x 1d12+1/1d12+1 2-h sword C prg
sword, katana* 3/0 3d4/3d4 2-h sword C,T
sword, longword 2/-1 3d4 1-h sword C,T
sword, rapier 1*/0 1d10 1-h sword T fast, +1
sword, scimitar 1/0 1d12 1-h sword C fast, +1
sword, main gauche 3/3 2d4 1-h sword T fast, +1
sword, short sword 2/2 2d6 1-h sword C,T
sword, smallsword 2/2 1d10 1-h sword C,T fast, +1
tetsubo* 4/x 3d4/3d4 staff S
trident* 4/x 4d4/1d10 spear P,T slow, -1
war club 2/1 1d10 mace S
war hammer 2/2 2d6 mace S
whip 1/x 1d6 flexible special slow, -2
Asterisk after name indicates two-handed weapon.
Asterisk after defensive value indicates special values apply:
dagger, knife -- defensive value +1 if opponent has similar-range weapon
shield -- assumes shield is normally a "secondary" weapon.
pike, poleaxe, long spear -- value is for lone individual, values in groups differ
rapier -- increased value with Fencing combat style
Special entries:
Fast +1: Gives initiative bonus of +1, but only applies as primary weapon used alone, or if all weapons have same bonus.
Slow (-1), (-2): Initiative penalty, always applies.
prg: parry requires gauntlet, if not worn parry value is reduced by 1
nsa: no second attack
Note that bastard sword has separate entries depending on method of use, as does open hand/unarmed. Lance and heavy lance add additional dice damage depending on level, mount, and movement conditions.
Bows and Crossbows DV OV notes
short bow 4 1d12
short composite bow 3 1d12 required strength modifier
long bow 3 3d4
long composite bow 1 3d4 required strength modifier
hand crossbow 4 1d4 assumes other hand free
light crossbow 4 2d4 assumes other hand free
medium crossbow 4 2d6 as above, primary attack only
heavy crossbow 3 2d6 as above, primary attack only
Thrown & Hand Propelled DV OV Skill Notes
dart 4 1d3 light
stiletto 4 1d6 light
knife 4 1d6 light
improvised/rock 4 1d4+ light
light sling bullet 2 1d8 sling
heavy sling bullet 2 1d10 sling
hatchet 2 1d12 light
throwing axe 2 2d6 heavy
light javelin 2 2d8 heavy
heavy javelin/spear 0 3d6 heavy slow, init -1
Bows are classified as either long or short, and further into normal ("Self" bows) or composite. Short and long bows differ primarily in physical size and in arrow type used. Long bows have longer range and shoot heftier arrows, but require more space to use and in particular are less wieldy on horseback or confined spaces. Short bows are easier to use in both situations, but have less hitting power. Self bows can generally be used by anyone with 10 or higher strength, while composite bows have a minimum strength requirement ( 14 - 19) and impart an automatic damage modifier accordingly.
For any given encumbrance level, an archer can carry approximately 50% more short bow arrows than longbow arrows. A shortbow quiver holding 20 arrows would be only a shade larger than a longbow quiver holding a dozen.
Crossbows (excluding for the moment the hand crossbow) come in light, medium, and heavy classes. The distinction is based on how quickly it can be reloaded, and the relative strength modifier the crossbow imparts.
A light crossbow is cocked by hand, with the user’s natural strength. It will have an effective strength damage rating from 0 to 2, and the user must have the appropriate natural strength modifier to match. It can be loaded and fired (or the reverse) as a single "attack", primary or secondary, but maximum movement is limited to a Move to Engage option.
A medium crossbow is one which is cocked by a device like a lever or crank, which can be part of the crossbow or external. These crossbows typically have a +3 to +5 strength rating for damage, and generally only require average (10+) strength to use. They can be loaded and fired (or the reverse) as a primary attack, but maximum movement is limited to a Combat Move.
A heavy crossbow is one which is cocked by a device like a ratchet or a windlass, which can be part of the crossbow or separate. Heavy crossbows normally impart a strength rating of +6 or higher for damage, and usually only require average strength (10 - 12+) to operate. A heavy crossbow can be fired as a primary attack, with movement limited to a Combat Move. Reloading a heavy crossbow is a full round action with a maximum movement of 5 feet (weapon has zero defensive value while reloading).
All crossbows receive an inherent "to hit" modifier of +1. Medium and heavy crossbows use identical bolts (called "heavy bolts"), while both light and hand crossbows each use individual types ("light" and "darts").
Regarding thrown weapons, particularly improvised ones, light weapons as those that can be thrown with just arm motion, while heavy throwing weapons require a certain amount of movement (“stepping into the throw”) to use.
Characters receive experience points for overcoming encounters, accomplishing objectives, and from enjoyable role-playing. The first two are fairly empirical, the latter more intangible.
Encounters are the most straightforward. All creatures have an experience point value, which is increased when characters are of lower level, and decreased if they are higher. Tricks, traps, puzzles, and technical obstacles are given values as well. When an encounter is overcome, regardless of by whom, all characters gain equally. In a sense, experience is earned by the group rather than by individuals. If you're there, you share.
Players should understand they are not necessarily required to "do" something during an encounter to earn experience -- sometimes the best action can be to do nothing and let others handle a situation. Similarly, the GM is not impressed by those who waste lightning bolts on kobolds, only to come up empty when the wraith shows up. Adventures and dungeons are often designed to test a group's ability to use their resources wisely.
Players should also consider the implication of the phrase "overcoming encounters". Encounters don't always have to be killed or even confronted to be beaten. A group that cleverly uses its skills to avoid a creature can earn just as much experience as if everyone risked their lives confronting it, if that leads to the success of the mission, the quest, or whatever the objective.
Objectives are usually given to characters through NPCs or other game mechanics, but equally they can develop organically as characters grow and develop. Regardless of whom an objective may technically apply to, all those who aid in its achievement share the experience reward.
Role-playing experience is a tricky thing, and is again related to the GM's theory that the game is best when about the group rather than its individuals. To me, the most interesting role-playing dynamic occurs not between player and GM, but between player and player. I don't want to require all my players to be grand actors, and I don't want to spend 30 minutes role-playing the purchase of three drinks at the tavern. I do want to make time for each character to feel like they've got self-expression in the flow of events, but if six players demand ten minutes of individual attention each, then an hour's time has gone by.
As a result, role-playing is usually rewarded when it contributes to the group and its chemistry rather than just a character's individual agenda. In my experience, every group is a little different in how people share time and activity, so I have no specific rubric of expectations. I think the most enjoyable games develop when players enjoy watching each other as much as acting themselves. Thus, I try and encourage (reward) those actions and events that move the group's story and situation forward.
XP Total Level
0 1
1,000 2
3,000 3
7,000 4
15,000 5
31,000 6
63,000 7
127,000 8
250,000 9
500,000 10
1,000,000 11
2,000,000 12
4,000,000 13
Each additional level
+2,000,000
I can't count the number of different RPG combat systems I've seen or played with over the years. All represent compromises between realism, ease of play, flash and specializations, and more, and all have advantages and disadvantages, much of which amounts to personal preference. Over the years, and after exposure to lots of individually good ideas, I've tried to synthesize a basic philosophy about how role-playing combat should work.
There is a blinding fallacy programmed into virtually every D&D combat system, reflected in a distinction between "one-weapon" and "two weapon combat", and it all stems from a failure to understand how weapons generally and shields specifically are used.
Start with the overlooked fact that all combat is two-handed combat. OK, maybe you want to hold a wine glass in one hand and a sword in the other, but the rest of us are using both hands, and whatever is in them, in combat. Further, we'll do whatever we have to with them. If one of those things is a shield, it's doesn't just hang passively on my body and neutralize half my offensive capability. A shield is used actively, in the same way the axe, sword, or other "weapon" in the other hand is being used, it's just as "two-handed" as if the individual held two swords, or two anything else (including bare hands).
Furthermore, it should be immediately obvious that the entire shield - weapon distinction (one being only an attack value and one only an armor class bonus) is completely mistaken. A real individual fighting with a sword and a shield, for example, will just as quickly strike an opponent with their shield as with their weapon, and won't hesitate to block an attack with their weapon if their shield won't cover it. They'll do the same if their "weapon" is a sword, a baseball bat, or a stick of wood, even if it is just their bare hands. Nor does the logic change with two-handed weapons -- the haft of a greataxe can block an attack, a strike with its butt end can send an opponent sprawling. Weapons block like shields, shields strike like weapons, there is no distinction in the immediacy of combat.
The conclusions seem inescapable. A combat system should always assume the active use of both hands and whatever is in them, all the time and without distinction as to role or function. Any item can/should be considered a potential weapon, even if improvised, and every weapon should have both an offensive (damage the opponent) and a defensive (block and parry) potential.
This line of thinking has led me to an additional consideration about melee combat. Unless irrational or suicidal (both of which are poor character motivations), any creature or individual fights defensively first and offensively second. That is to say, in combat, preservation of one's own life is always the first priority, and striking the enemy is something done when convenient. As a result, in a combat simulation, the "attacks" that an individual gets already assume that individual is defending themselves to the greatest extent possible while still attempting to attack. The only way to be more "defensive" would be to give up attack possibilities altogether and simply block, dodge, and parry. Hence there is no partial trade-off between attacks and defense; the only way to get more defense is to make it a full-time proposition. This continues to be true even at higher levels when a character gets more attacks. This is not to suggest that offense gets better while defense doesn't. Defense does in fact improve every level, in the form of added hit points, which represent experience and savvy more than physical augmentation.
It's easy to unconsciously assume that the number of die rolls made in melee equals specific swings of a weapon, or some measured quantity of actions. If so, there's a major problem. One only has to watch a boxing match, or modern martial arts combat, to realize that a trained warrior can throw a dozen or more punches or weapon strikes in the six seconds a combat round represents.
Individual die rolls were never meant to equal individual attack actions, or even individual decisions. The one or more die rolls a character receives are intended to be an aggregated representation of what happens during that round. Higher level characters get more die rolls, not because their arms suddenly swing faster, but because their attacks are inherently more effective and efficient, and we simulate that with additional die rolls. Combat re-rolls reflect the same philosophy, and this helps explain why they don't require additional ammunition with ranged weapons. The re-roll doesn't represent an additional attack, but rather a higher probability of being successful in the first place, as a function of one's combat experience.
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