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Combat::
          In order to attempt to run a logical and hopefully quickly moving combat session, gOD should try to handle combat logically.

          {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.


Armor Effectiveness (Good vs What?)
Cloth
Elements
Lightweight, Quiet
Leather
Blunt (50%), Cutting
Lightweight, Quiet
Chainmaile
Piercing (arrows), Blunt (50%), Cutting
Heavy, Noisy
Plate
Blunt (100%), Cutting, Piercing (50%)
Heavy, Noisy
If the armor is considered effective against a type of attack, it takes the damage, if not, the damage goes against Health.




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.



***Physical attacks (Not blockable)::}}Call Lightning, Call Tornado{{
          Magic attacks of this type can NOT be blocked (shiled, etc...) or dodged.  The target/defender (if living) still gets to roll a D20 to dodge (adding in Physical Magic Block bonus).  The Higher of the two rolls wins.
    (If successfully Blocked, this specific character is not affected by the magic. -In some cases ie. }}Call Tornado{{,   there is an area effect, so others still may be affected by it, plus, the surroundings are still affected as well)

***Mental attacks (Not blockable)::}}Hypnotic Suggestion, Mute{{
          Magic attacks of this type can NOT be blocked (shiled, etc...) or dodged.  The target/defender (if living) still gets to roll a D20 to dodge (adding in Mental Magic Block bonus).  The Higher of the two rolls wins.


          When a spell is successfully cast in battle, its use it tracked, and once a spell has been successfully used 15 times in the heat of combat, it gains a point in Attack Strength (Spell specific, not Universal) up to a total bonus of +10.  (Grand total, 150 successful castings)
          This allows for “Experienced Mages” who can wallop on those new to the ways of Incantation.  Incorporating a logical “Learning/Experience” system.
          Tracked in the 4th column (Use Count) of the Specific Spell.  (My marking method  [ ////V////X//// ]  mark 15= +1 to strike -clear hashes)

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.
What's this stipulation on the Chainmaile? you ask...
Ok, since you asked...
Say the Chainmaile was damaged earlier and only had 14 points left to it...
that's roughly 7 front, 7 back...
                        (or, you can track where the previous damage was done, this way is easier though)
SO, if the attack does 10 points... more than the maile has available for protection up front, it WILL penetrate the maile.  The maile will take 7 then the rest goes through... along with the weapon tip.  EEK!
Leather armor underneath?  ok, there's 3points left, and the armor has more than enough... but, it's gonna give, it's not rigid.  So half the damage will penetrate due to impact... so it takes 2 and Body takes 1
Ok... so, What about plate armor? you say...
Ok, same stipulation applies to plate... Except that if plate is penetrated, it doesn't absorb any of the damage.  The blade simply punches right through with all the force remaining. -Think of stabbing a popcan with a knife.  Watch your hand!  The can doesn't hardly bend, and definately doesn't offer much of any resistance.
SO if Shank had been wearing damaged plate over cloth instead of chain over leather, then this is how it would have gone down;
    Shank gets drilled by the Orc, taking 10 pts from it.  The plate only has 18 pts left (again, roughly 9 front, 9 back), not enough to stop the blade!  So, the blade would penetrate the plate doing 0 damage and stick Shank in the gut for the total 10 pts of damage!  BAD day for Shank!
Confused?  When in doubt, make it up!  lol !!