Ok, revised combat. I'll be editing this post as more gets filled in.
Physical Combat
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 = 3*(STR + CRD + HP Bonus)
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:
[mrow]Damage Type[col]Light[col]Medium[col]Heavy
Base Damage[col]STR[col]1.5*STR[col]2*STR
Critical Slashing[col]1.5*STR[col]2*STR[col]2.5*STR
Critical Piercing[col]2*STR[col]2.5*STR[col]3*STR
Critical Bludgeoning[col]1.5*STR[col]2*STR[col]2.5*STR
With:
[mrow]Damage Type[col]Criterion
Critical Slashing[col]Attack >= 1.5*Defend
Critical Piercing[col]Attack >= 2*Defend
Critical Bludgeoning[col]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.
[mrow]Weapon Type[col]Light[col]Medium[col]Heavy
Slashing[col]Dagger[col]Sword
Hand Ax[col]Battle-Axe
Two-Handed Sword
Piercing[col]Dart[col]Spear
Arrow[col]--
Bludgeoning[col]Fists[col]Staves
Mace
Morning Star[col]Maul (War Hammer)
If a player is wearing armour, that can reduce the damage suffered from a successful hit. This will also negatively affect his/her CRD, as follows:
Leather Armour: -1 damage
Studded Armour: -2 damage
Chain Mail: -3 damage, -1 CRD
Breastplate: -4 damage, -1 CRD
Plate Mail: -5 damage, -2 CRD
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).
Magickal Combat
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
Spells can have targetted effects or areal effects. They can also be classified as low, medium, or high damage. This works as follows in table form:
[mrow]Damage Type[col]Light[col]Medium[col]Heavy
Base Damage[col]POW[col]1.5*POW[col]2*POW
Magickal Fatigue
Actually performing any of these actions will also be based on fatigue. This is an additional check against any action of:
Focus + PUR + d10 + penalty
This means that every action will now be tested against fatigue -- no fixed numbers to roll against. So, for example, to be successful casting a spell at your opponent:
Attack = Sorcery + POW + d10 > Sorcery + PUR + d10 = Defend
Attack = Sorcery + POW + d10 > Focus + PUR + d10 + penalty = Fatigue
Both of these conditions must be satisfied for the spell to be successful. If the second fails, the spell won't be cast. If the second is successful but the first fails, the spell will be countered.
Penalties are reduced to zero on resting and eating. Failure to do these actions for a while will result in added penalties against fatigue rolls.
For spells, the fatigue penalties are:
Casting a spell: 2
Casting an areal effect: 2
Casting a Low damage spell: 0
Casting a Medium damage spell: 1
Casting a High damage spell: 2
Each previous failure to cast spell: 2
These penalties are additive. For the purposes of spellcasting, the penalty will be referred to as a spell's Difficulty.
Critical failure on a fatigue roll will result in a player Swooning. This means he/she will go unconscious for a period of time, overtaken by fatigue. Critical failure occurs when:
Fatigue > 0.5*Attack
Physical Fatigue
This is analogous to Magickal Fatigue. That is, every action is subject to an additional check of:
Focus + PUR + d10 + penalty
So, to successfully hit an opponent:
Attack = Weapon Skill + Related Attribute + d10 > evasion + CRD + d10 = Defend
Attack = Weapon Skill + Related Attribute + d10 > Focus + PUR + d10 + penalty = Fatigue
As with spells, both conditions must be met for an attack to be successful. If the first is not, the attack will be blocked. If the second is not, the attacker will be unable to deliver the blow, swinging wildly, stumbling, or missing for some other reason.
Penalties are reduced to zero on resting and eating. Failure to do these actions for a while will result in added penalties against fatigue rolls.
For physical combat, the fatigue penalties are:
Attacking: 2
Wearing Armour: Penalty equal to CRD deduction
Using a Shield: Penalty equal to CRD deduction
Using a Tower Shield: 3
Using a Medium-Sized Weapon: 1
Using a Heavy Weapon: 2
Previous Failure on Fatigue Roll: 2
These penalties are additive.
Critical failure on a fatigue roll will result in a player Swooning. This means he/she will go unconscious for a period of time, overtaken by fatigue. Critical failure occurs when:
Fatigue > 0.5*Attack