
{ie. An Orc Attacks Dick - Dick Defends. Dick can run or Attack back,
and so on.
Or, an Orc Attacks Dick – Dick
Defends, Jane is in a position to help Dick, so she Attacks the Orc – Orc
Defends (unless it was a sneak attack -in which case, the Orc gets no defend).
Dick can then run for the hills, or he can Attack the Orc – Orc Defends,
then the Orc decides who to attack… and so on}
For
a sample of combat with annotations, go here
Try to follow a story-line. gOD must be fair though, or the Players
will begin demanding more detail, and tighter rules… which is not what
this game is about!!
To determine who goes first in a battle (in the event there’s a question
about who initiates the battle), each player rolls a D20, and gOD rolls
D20’s for his NPC’s. Highest roll going first, then, Alternating
between PC, and NPC, each player takes a turn, as it logically comes to
them in the story.
When a fight begins in real life, the combatants rarely issue a challenge,
then stand there, waiting for the other to go, as in stories of the Old
West shootouts… so, someone starts the fight, and therefore, they get the
first move – it’s called “taking the initiative”.
Critical Miss :: 1-3 (Something bad, but occasionally funny or entertaining,
happens)
Failed/missed Strike :: 1-5
Successful Strike :: 6-20
Critical Strike :: natural 18-20 (Double damage [damage roll x2])
To dodge/block a Critical Strike, Defender must roll a natural 18^ (no
bonus added). No chance of dodging a natural 20.
Sneak Attacks, those that completely blindside the victim, cannot be saved
against, but can only be failed (missed) by the assailant by rolling a
5 or below.
Called Shots need 12^ to strike a large target, 15^ to strike a human head
sized target, 18^ for smaller targets (ie. Hands, weapons, human sized
eyes)
Blinding an opponent results in victim being –10 attack for 1 eye, -15 when blinded in both eyes
Blunt attacks (kicking, bludgeon weapons) vs Chainmail or Leather Armor
do damage direct to Health, as the soft armor offers little to no protection
against these pounding attacks. Plate is the best defense against
Blunt attacks.
Once armor is compromised, damage to Health will cancel any combat bonuses
(due to pain – inability to concentrate).
In case of a tie with die rolls, the defender always wins.
|
|
||
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Cloth
|
|
Lightweight, Quiet |
|
Leather
|
|
Lightweight, Quiet |
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Chainmaile
|
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Heavy, Noisy |
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Plate
|
|
Heavy, Noisy |
Magic::
To cast a spell, the mage states; who/what the spell is targeted at and
what it is meant to do (if not obvious), then rolls a D20 (plus Magic bonuses)
to see if the casting was successful. If successful, add a hash to
the Use Count box for this spell.
Types of Magic
***Targeted magic attacks (Contact
and Projectile):: }}Fire Ball{{
Magic attacks of this type can be blocked (shiled, etc...) and dodged.
The target/defender (if living) gets
to roll a D20 to block/dodge (adding in Defend bonus). The Higher
of the two rolls wins.
Weapon::
To attack with a weapon, the attacker rolls a D20 to strike (adding in
the Attack Bonuses). Assuming the defender has a weapon or
item suitable to parrying or blocking the attack, the defender also rolls
a D20 to block the attack (adding in their Defend Bonus).
When a weapon is successfully used in battle, its use it tracked, and once
a weapon has been successfully used 15 times in the heat of combat, it
gains a point in Attack Strength (Weapon specific, not Universal) up to
a total bonus of +10. (Grand total, 150 successful strikes)
If the weapon is capable of parrying/blocking a blow, the bonus also applies
to a Defense Bonus. Same number for each use, tracked Weapon Specific.
This allows for “Experienced Swordsmen” who can wallop on those new to
the way of the blade. Incorporating a logical “Learning/Experience”
system.
Tracked in the 4th column of the specific weapon (Use Count)
Using a weapon you are not trained
in results in a penalty of –5 to Attack with that weapon.
More confusing rules for you to consider!
Damage
to body through armor:: How's it work?
Ok, The Orc drilled Shank with his sword.
Shank is wearing Chainmaile on Hard
Leather on Cloth
(Cloth affords no
protection from impact.)
The Chainmaile takes the brunt of the
attack, but only absorbs half the impact,
The Hard Leather absorbs
half the impact that makes it through the
Chainmaile,
Leaving 25% of the impact force/damage
to hit Shank in the gut.
The cut/stab damage gets taken by the
maile,
but 25% of it goes to
Shank from the impact.
25% of 10 rounds out to 2... so the Maile
takes 8 and Shank takes 2
(round in the favor of the defender)
If Shank had just been wearing onlyHard
Leather, it would have been impaled.
The Armor would have taken half
the damage (5) and Shank
would have taken half (5)
-in the gut... bad news.
Since there was chainmaile and the damage
done was not more than half the total points of the maile, the maile
took all the stab damage, but Shank
still took the impact damage.