Combat is turn-based, with alternating attack/defend cycles.
In each cycle, we compare the number generated by the attacker with that generated by the defender to determine if the attacker hit successfully.
Attack = weapon skill + related attribute + d10
Defend = evasion + CRD + d10
To hit, attack > defend.
Now, if a player is carrying a shield, that adds to the defense, but also negatively affects his/her CRD as follows.
Buckler: Defend + 1
Small Shield: Defend + 3, CRD - 1
Large Shield: Defend + 5, CRD - 2
Tower Shield: Defend + 7, CRD = 0
Note that the CRD penalty will affect attacks, if the weapon skill used by the shielded person is dependent on CRD.
If an attack is successful, it will do damage. The base damage is dependent on the kind of weapon being used. This is deducted from a player's Hit Points.
Hit Points = STR + CRD
In addition, the kind of weapon being used can influence whether the attacker scores a critical hit. A critical hit is scored if the value of the attack is a greater than the defense by a significant amount. If a critical hit is scored, more damage is done.
In table form, this means:
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Light Medium Heavy
Base Damage 1 2 3
Critical Slashing 2 3 4
Critical Piercing 3 4 5
Critical Bludgeoning 2 3 4
With:
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Criterion
Critical Slashing Attack >= 1.5*Defend
Critical Piercing Attack >= 2*Defend
Critical Bludgeoning Attack >= 2*Defend
All that remains is to categorize weapons. Basic ideas for each category are below, but these can be extended to fit anything a character happens to be using, and any style they are using.
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Light Medium Heavy
Slashing Dagger Sword Battle-ax,
Hand ax Two-handed sword
Piercing Spear
Arrow
Bludgeoning Fists Staves Maul (war hammer)
Mace
Morning star
Adding in an element of damage proportional to STR was raised as a possibility, but we'll see how this runs as is, and we can always figure that out and add it during testing.
Characters are able to withdraw from combat at any point, if they so desire. We might want to work out a point at which NPCs withdraw (dependent on the NPC).
Similar idea to physical combat, but using magickal abilities.
Attack = Sorcery + POW + d10
Defend = Sorcery + PUR + d10
In addition, one can defend a spell that is mind affecting by
Defend = Willpower + PUR + d10
The concept of "damage" hasn't been worked out here yet, so comments on that are welcome. There's also the issue of magickal vs. physical combat (a fighter fighting a sorcerer) to be worked out, as well as possibly ideas of range (for archery), and what non-Sorcery magickal abilities might do in combat.