I'll be using a d8 dice for combat and a d6 for everything else.
> There are two actions you can do while in combat. Movement, and your type of attack. Movement can refer to trying to grab some cover, charging down a ranged creature or falling back behind allied lines while type of attack can be whatever you wish. 1d6 covers this.
> A 1d100 will be rolled for battle initiative. The winner determines the first side to attack, followed by retaliation by the defender (or if melee > ranged, a roll to check the manner of defense). There are 2 rounds of combat per turn. This is the first round of combat. The same follows for the second round.
CombatAttacker's die is shown and results are based on the result. There are two rolls, one for accuracy and one for damage dealt. The latter has an attacker vs defender roll with a bonus from the difference in accuracy, if the attacker wins. Two rounds of combat per character action, with the attacker being the one with higher initiative.
Armed opponents vs Unarmed opponents [opponents not proficient with their weapon] get a +2 modifier to all accuracy//damage rolls in attacking.
Armor will generally act as an added layer of health: to either the standard 20/20 hp per character, or to the hidden values of vital organs.
Sample:
Peasant vs Peasant II w/ Pitchfork
5 vs 2 ; 8+3 vs 3 = 8 damage. P II has 12 life left.
4+2 vs 1 ; 8+5+2 vs 6 = 9 damage. P I has 11 life left.
Note: Even if health falls below 20/20 (0/20), you still have an individual body part life system that is hidden from knowledge. Criticals usually hit those areas.
On Criticals: If an attack does more than 10 damage, another roll targeting a random body part is made, [L/R Arm, Torso, L/R Leg and Head] with the number >10 added as a modifier. The damage taken is added in. Various effects can happen.
Bastion Paladin w/ Arming Sword vs Bandit w/ Shortsword and padded armor (+4 to health)
8+3 vs 7 ; 5+3+3 vs 1 = 11 damage!
Crit roll:
6+1 vs 4 = 3 damage!
The bandit's forehead is grazed, it covers his vision with a curtain of blood! [-1 to accuracy until end of combat; 10 health remaining {From 24 hp}].
How many points above 10 factor in as a bonus to the damage score. So regardless of shown Hp, the attack goes straight to the body part.
This includes damage dealt to the health value, along with damage to the critical area.The loss or wounding of a body part affects both the character's status, and total Hp. Various things such as bleeding to temporary paralysis may come into effect based on the weapon used.
If there is an exit spotted, a character can choose to
Flee and receive a +2 to Evasion [Accuracy Defense]. If successful, the character retreats and ends up in a [
relatively peaceful] situation where they can act once more before either heading into battle, or running away [or going to a higher vantage point for ranged weaponry]
Intercepting is performed when numbers are an advantage, in general-it is basically trying to shift the enemy's focus on your character, if given the chance of either:
> Spotting an enemy before battle has started
> Detecting an ambush, which denies any advantage on the ambushing side unless special traits are in play.
Ambushes pertain to any kind of situation where a battle is performed wherein one side is completely unaware of the other side's presence, and wherein the latter performs the first attack > This add a +2 or even a +3 modifier to the accuracy of the attacker, and unless spotted, would generally equal a devastating result disregarding any special traits in play.
These are general terms which define the basic battle concepts.
Examining would give a more detailed view of an object near the viewer. It is generally a free action when performed out of battle, but can also be used to perform an intercept-if in case the examination results in spotting an enemy. Examining an enemy in battle would also give details based on a 1d6 roll, and on certain rolls (generally 5+) would give an advantage to the onlooker.
This is stated as a generality, as it is mostly subjective, and depending on the situation at hand.
Environmentd6 - the usual fare, this ties in with whatever actions you select for yourselves including pre-combat preparations.
Here, we will be using a day/night/environmental factor roll which will be hidden from view.
~Turn X~
It is Night.
[-2 to all attacks made without a light source. +1 to hearing]
~Turn X~
You are nearing an energy node.
All Earth-aligned characters have a +1 to damage rolls.
Complex rolls are a set of three rolls in a dynamic action or event: Smithing, usage of steeds or rides, Surviving a near-death experience, hidden traps (with the initial 2 being either the accuracy/damage rolls)...and so on. Only to ensure things are not given out like freebies. Riding is inherent knowledge. Combat while riding, is something else entirely
Most rolls will be hidden for easier formatting.