Whitebox20: Combat & Goblins

Combat rules took a while to decide. Literally, it’s what I thought about for the past few weeks when I woke up at night.

I wanted it based on the W20 check rules, and Melee and Missile be skills. It could have been a number of different solutions:

  • Opposed checks a-la FIGHTMORE, where who wins deals damage to the opponent.
  • Trying to beat someone’s armour.
  • Something with awkward math

Instead, I decided that every round you have ONE action.

You can Attack (make a melee check to deal damage) and if you’re hit and have not used your action you can use it to Defend (make a melee check or save to counter an attack). There are small other adjustments but that’s it.

How much damage? 1d6 + 1/3 of the margin or so. Much respect for Moldvay.

Armour? Reduces damage, from 1 to 3. Shields give +3 to defend/save.

Body modifier to damage? It already impacts on the hit roll, and the hitroll margin carries to damage.

By the way, here’s how I’m going to present monsters in the handbook (not in the adventures, where they will have a slightly different treatment).

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