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The Bar Fight Matrix - A Way to

Handle Fantasy Slugfests

The bar fight – classic stuff, and a pain in the ass to run. Try
this …

First and foremost - how big is this thing? Either find the
number of combatants on the table below, or roll
randomly:

“Hit Points” refers to the total hit points of the faceless


crowd. When hit points are down to zero, the fight is over
because all the non-PC combatants have either fled or are
unconscious.

Each round, PC’s can choose one of the following actions:

FIGHT: The character jumps into the fight with feet and fists
flying – he’ll take all comers

FLEE: The character tries to scramble out of the fight

HIDE: The character is hiding under a table or hiding behind


the bar

LOOT: The character wades through the fight picking


pockets or stealing drinks

SEEK: The character wades through the fight looking for a


specific target; the target could be a person or an item

The Referee rolls 1d10 and checks the matrix below, cross-
referencing with each character’s stated action. Any time a
character suffers damage, they must pass a saving throw
(Fortitude, or vs. petrifiation) with a penalty equal to the
damage to avoid being either stunned (lose turn for 1d3
rounds) or knocked unconscious for 1d10 minutes. There is
a 50% chance of either. A stunned character is considered
to have chosen “Hide” as his action each round he is
stunned.
A is for “Attacked”
The PC is attacked by other combatants, and can attack
them back, roll 1d6

1 = AC 10, Attacks with +0 bonus for 1d2 points of damage


2 = AC 11, Attacks with +1 bonus for 1d3 points of damage
3 = AC 12, Attacks with +2 bonus for 1d4 points of damage
4 = AC 13, Attacks with a +3 bonus for 1d6 points of
damage
5 = AC 14, Attacks with a +4 bonus for 1d8 points of
damage OR attacked by a special combatant who happens
to be in the bar (an ogre, minotaur, mind flayer, flumph -
whatever)
6 = Attacked by two combatants, roll 1d5 to determine
each one; if struck by both of these combatants, the PC
must make a save (Fortitude or vs. petrification) or be lifted
and thrown:
     / 1-2 = Slid down bar for additional 1d6 points of damage
and knocked prone
     / 3-4 = Thrown out door and into street for 1d6 points of
damage and knocked prone
     / 5 = Thrown out window and into street for 2d4 points
of damage and knocked prone
     / 6 = Thrown off balcony or stairs onto a table, suffering
2d6 points of damage and knocked prone; if this doesn’t
make sense, re-roll

B is for “Bystander”

The PC catches sight of an innocent (or not) bystander

1-2 = Child (or maybe a halfling) hiding from the fight;


lawfuls must attempt to save them, first by seeking and
then by fleeing
3-4 = A dancing girl or guy (we’re urbane and sophisticated
in the Land of Nod) motions you over to a door; you must
“Move” to get there (it is 2d10 feet away), and once there
are pulled inside and either:
     / 1-2 = Quit the fight and do some more enjoyable
wrestling (50% chance of being slipped a Mickey or simply
being pick pocketed, 10% chance you are hunted down by a
jealous lover afterwards) – either way, you earn XP per a 3
HD monster you dog!
     / 3-4 = Suckered into an ambush, roll as per “A” above,
but roll 1d3+3, and you don’t get to hit back
     / 5-6 = Punched by the girl/guy (AC 10, attack at +1, 1d2
points of damage) - this is a surprise attack, so you don't get
to hit back
5-6 = See a damsel faint, roll attack vs. AC 15 to catch her
for XP (per a 1 HD monster) and now must fight with a -2
penalty to hit

F is or “Flying Debris”
The PC is struck by flying debris; monks can make a deflect
arrows roll to avoid this, but for everyone else it is just the
luck of the draw. Roll 1d6

1-3 = Hit by bottle for 1d3 points of damage; save vs.


stunning or unconscious 
4 = Hit by chair for 1d6 points of damage; save vs. stunning
or unconscious 
5 = Hit by a flying body for 2d4 points of damage; save vs.
stunning or unconscious; if a compatriot was thrown this
round, you were hit by them
6 = Hit by a random spell (1st or 2nd level), type depends
on what spell casters are present; if no spell caster is
present, roll again. 

L is for “Looting”

The PC acquires some loot – roll 1d6

1 = Acquire a single mug of ale or a shot of whiskey


2 = Make pick pocket roll to acquire 1d10 cp worth of goods
3 = Make pick pocket roll at -5% to acquire 1d10 sp worth
of goods
4 = Make pick pocket roll at -10% to acquire 1d10 gp worth
of goods
5 = Make pick pocket roll at -15% to acquire 1d10 pp worth
of goods
6 = Make pick pocket roll at -20% to acquire a treasure map
or some other plot-driver
On a failed pick pockets roll, you are attacked (see “A”
above)

M is for “Movement”

The PC moves 1d10 feet towards his chosen exit (door,


stairs to second floor, etc.)

N is for “Nothing”

Nothing happens to you this round, nor do you get to do


anything

R is for “Reach Target”

PC reaches the target they were looking for!

--

"Okay, Break it up!"


Each round of the fight, there is a 1 in 20 chance that the
town guard shows up in force to break up the fight. Assume
a number of men-at-arms equal to the number of PCs, plus
1 man-at-arms per 3 hit points worth of crowd remaining.
Combatants, including the PC's, will be arrested (unless
they fight their way out or find a way to sneak out). If the
guard is on its way, there is a 50% chance that the round
before they arrive some bystander yells "Cheese it! The
Cops!" to give the combatants a warning.

Bringing a Knife to a Fist Fight


Pulling a weapon or casting a damage-dealing spell during a
bar fight is a chaotic act (small "c" chaotic, not big "C"
summoning-Cthulhu-to-destroy-the-world chaotic - i.e.
you're a dick); and results in you being avoided by other
combatants for the duration, but suffering a -4 penalty to
reaction checks in this settlement forevermore. Also, it just
isn’t any fun.

Death and Dismemberment 


Bar fights shouldn’t really result in PC death – death just
isn’t the point of these things – but your mileage may vary.
At 0 hit points, assume that a PC has been knocked out and
will awaken in jail (or the stocks) if not rescued by a
compatriot.

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