Finally came up with satisfying combat mechanic!
4 is half-wound (you need another to count as a Wound, otherwise does nothing), 5 is 1 Wound, 6 is 2 Wounds, anything above and you deal extra Wounds. You know what that means with a 7 against 3 Wounds opponent? One-hit Kills, yaaaay!
And lack of weapon means -1 to combat rolls. Yes, this is good combat mechanic.
@Bannulf:The book makes farting sounds of at Bannulf as the spell fails against the
animal.
@Brick Blazefist:7!*
Brick deals 3 wounds and thus cracks open the skull of the spear-wielding Bandit!
@Sundre Healingwisp:3
Sundre aims, shoots, and misses the bandit by a certain margin. Maybe he should stick to healing.
@Tricky Ricky:In truly thievish way, Tricky Ricky avoids combat and rifles through the bag and the crate.
There's a 'Scroll? labeled Da Wae', another 'Scroll? labeled Ilahkeyop' a 'purple Potion?' and some usual bandit/wanderer camping trash in the crate.
There's some '?Copper Trinkets?' in the bag.
Tricky Ricky does no recognize any of these items. An Appraiser would be useful here.
Enemies then attack the Party!
@Axe-wielding Bandit:The axe swings against Bannulf!
3*
He misses though.
@Dire Wolf:The big savage canine bares its fangs, growls, and jumps at Tricky Ricky!
3*
Fortunately, Tricky Ricky manages to dodge.
Name: Bannulf (Prophet)
Class: Wizard
Wounds: 0/4
Inventory:
1.Book of Charming: Charms 1 Person for 3 Rooms (19 Gold)
2.
3.
4.
Name: Brick Blazefist (Tyrant Leviathan)
Class: Warrior
Wounds: 0/4
Inventory:
1.Axe: +0 to Meleeing (5 Gold)
2.Sword: +0 to Meleeing (5 Gold)
3.
4.
Name: Sundre Healingwisp (Shadowclaw777)
Class: Healer
Wounds: 0/4
Inventory:
1.Healing Potion: Heals 2 Wounds (7 Gold)
2.Gun: +0 to Archering (7 Gold)
3.
4.
Name: Tricky Ricky (Sl4cker)
Class: Thief
Wounds: 0/4
Inventory:
1.Sword: +0 to Meleeing (5 Gold)
2.
3.
4.
Bandit: (has an Axe)
Person
0/3 Wounds
Muggery: +1 to Meleeing
Bandit: (has a Spear)
Person
DEAD
Muggery: +1 to Meleeing
Dire Wolf:
Animal
0/4 Wounds