Recap and Revision

2010/04/13

This week we’ll be compiling all the current and revised rules thus far.

At the core of the system we have the dice, 5d2. One side is a success, the other is failure. Players roll dice and add the number of successes to their attribute score, if it’s equal to or greater than 6, they succeed at their task. If a character wants to do something that would fall under Brawn, we say he “rolls Brawn”.
Each character has 5 attribute scores: Agility, Brawn, Faith, Ingenuity, and Leadership. Attribute scores range from 1 to 5. A score of 2 costs one point, 3 costs two points, 4 costs four points, and 5 costs eight points.
Every action in combat has an initiative modifier associated with it. Players roll dice and add their initiative modifiers. Players with a higher score go first. Each turn is passed to the player with the next highest score, until everyone has had a turn. If they’re performing the same action in the following round, they don’t have to re-roll. Attacking with a heavy weapon has a +0 modifier, medium weapon has +1, and a light weapon has +2.
When a player attacks with a melee weapon he rolls Brawn. His range attacks use Agility. The opponent then rolls Brawn (to block) or Agility (to dodge). Roll dice add the appropriate score, if the attacker wins, he successfully damages the opponent. If the defender wins, he’s successfully staved off an attack, and lives for another turn.
Melee weapons add Brawn to their damage. Light weapons deal 1 damage, medium weapons deal 2 damage, and heavy weapons deal 3 damage. A character’s Endurance equals 4 times his Brawn + Faith. When his Endurance reaches 0, he rolls Faith to determine whether he’s unconscious or dead.
A character’s armour and shield protects him from damage he would normally take. As an example, light armour or a shield would protect him from 1 damage, medium armour from 2 damage, and heavy armour from 3 damage. The character takes any remaining damage. Each armour can be cumbersome, and as such, penalizes initative. Light armour is light enough that it doesn’t penalize initiative, medium armour subtracts 1, and heavy subtracts 2. Also, when a character’s armour prevents damage (by getting hit), it takes the damage itself. Each armour can take 15 times the amount it prevents. When it has taken all the damage it can take, it breaks and becomes useless, and must be repaired.

What are your impressions/thoughts/concerns so far?

Game On!

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2 Responses to “Recap and Revision”

  1. bonefather said

    So heavy armor can take 45 points of damage before it is useless, but it protects you from 3 points. What kind of damage do the weapons do? The protection of armor should be weighed against weapon damages. If ug the baldbearingen does 1 point of damage with his magic stick and the enemy is wearing heavy armor then 45 points of protection (or even 15 for light) seems like a bit much.

    Just curious 🙂

    • The general idea was that it could take 15 hits before it’s rendered useless. Instead of tracking damage, you could track actual hits. Perhaps light armour could take 5 hits, medium could take 10 hits, and heavy could take 15. It’s still a work-in-progress 🙂

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