4.1 -- Before Combat
Make sure that the following information is kept handy:
- Your Initiative score, determined as follows, for each weapon the
character might use in this combat:
- Initiative = Agility
- If the character's Skill with the weapon he is using in the combat is
greater than his Agility, he receives a +1 to his Initiative. The character
will have a different Initiative depending on which weapon he uses. This is
to show the fact that Skill affects how fast you can swing a weapon in
addition to how well that weapon is swung.
- Example: Bob the Knight has a Fair Agility and his Skill in Broad
Sword is Great, and that is the weapon he uses in Combat. Thus his
Initiative is a Good (Fair + 1 = Good). When he uses his Dagger though, with
his Skill of Fair Dagger, his Initiative is only Fair (Fair from Agility,
with no bonus).
- Unmarmed Combat and any other Skills that might be used offensively
should also be figured for their initative scores as well. Dodging and other
defensive skills need not have initatives, since there's no point in Dodging
first.
- Skill levels of: Weapon(s), Shield Defense, Dodge and/or Acrobatics.
- Your character's Attributes, and how they affect combat.
- Strength: Affects damage.
- Agility: Affects Initative.
- Damage Capacity: Determines how well you take damage and your ability to
pass Death Tests (see Section 4.3 -- Damage
and Wounds for more details).
- Stamina: Determines how well you can deal with the stress of being
wounded and affects the Consciousness Tests (see Section 4.3 -- Damage
and Wounds for more details).
- Armor worn, the Armor DL, and the Armor damage modifier (the damage
modifier is explained more in the Damage and Wounds section).
- Anything else that might make a difference in combat (Like previous
wounds).
Armor
Armor affects how much damage you take. Armor subtracts from
damage, depending on the type of armor. However, a skilled opponent can avoid
the armor to strike a surer shot, or simply hit hard enough that the armor
cannot protect the wearer properly.
Keep in mind that the minimum DL to hit someone is always Poor. An attack
must be at least at Poor level to attempt to affect an opponent.
Difficulty Level and Armor Type -- with Damage Modifier
- Poor: No armor (clothes, bare skin)
- Mediocre: Light, pliable non-metal (such as soft leather or padded
clothes) -- (-1)
- Fair: Hard, rigid non-metal (hardened leather) or light/flexible metal
(light chain) (Light chain is the heaviest armor that can be worn under
clothes) -- (-1)
- Good: Metal, medium (heavy chain, scale) -- (-2)
- Great: Plate armor, combination armor (heavy chain and leather), or other
heavy/thick metal. -- (-2)