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The Art of Combat

The Art of Combat

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Published by StargazersWorld
New Combat Options For Your Game

The Art of Combat contains alternate armor rules, new talents and rules for dodging and parrying attacks which help you to make combats in WR&M even more exciting without adding too much complexity. These rules
New Combat Options For Your Game

The Art of Combat contains alternate armor rules, new talents and rules for dodging and parrying attacks which help you to make combats in WR&M even more exciting without adding too much complexity. These rules

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Published by: StargazersWorld on Oct 28, 2010
Copyright:Attribution Non-commercial Share Alike

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04/09/2013

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Michael Wolf Michael Wolf © The Forge Stu-dios, Pawel Dobosz and Maciej Zagorski. Usedwith permission.From The Imperial Forges is ©2010 Michael Wolf. Some rights reserved. All contents of this document (aside from the artwork) have been licensed under a Creative Com- mons BY~NC~SA 3.0 Germany license.For more information check out www.creativecommons.com and www.stargazergames.eu.Warrior, Rogue & Mage is © Michael Wolf 
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In WR&M armor adds to the Defense of a char-acter, making him harder to hit. This is remi-niscent of classic fantasy games, speeds up playbut is not very realistic. It also can lead to thestrange situation that certain characters can’tpossibly hit a well-armored opponent. The fol-lowing options allows GMs to handle armor differently. It is highly recommended to use theprecise hit option when using alternate armor.Instead of increasing Defense the armor nowreduces the damage taken. The listed Defensevalue If the armor worn is the amount of dam-age that the armor reduces from each attack.Please note that shields still grant their Defensebonus.Example: a soldier is wearing chain armor which has listed Defense of 5. He is hit by anattack which causes 7 damage. Because of hisarmor, he only suffers 2 points of damage.Instead of increasing Defense armor adds ad-ditional hit points that are used before the char-acter is damaged. The listed Defense value of the armor times five is the number of additionalHPs granted. When the armor reaches zero hitpoints it is considered destroyed and must be re-placed or repaired. Hitpoints granted by armor do of course not heal naturally.Example: a soldier wearing chain mail armor (25 hp) gets struck by an axe which causes 3damage. This damage is subtracted from the ar- mor’s HPs. The armor is now down to 22 hitpoints.In WR&M the precision of an attack does notadd to the damage caused. Especially when us-ing one of the armor options, this can lead toabsurd situations, where armor can’t be over-come by the characters or their adversaries. Thisis where the “precise hit” option comes in. Whenusing that option, the damage caused by an at-tack is increased by the margin of success of theattack roll. This additional damage is capped atthe maximum damage the weapon can normal-ly cause. The maximum damage for a weaponwith 1d6 damage is 6 for example.
e
xAmple
:
A soldier using a sword attacks anopponent with a Defense of 6. His attack roll isa 9. So the margin of success is 3. He then rollsfor damage. With a damage roll of 4 plus the 3additional damage, he causes 7 damage to hisopponent.

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