The Dice Involved2d6 for each opposing party's "success" roll. 1d6 for wound rolls.
Modifiers+1 per major advantage; +1 per two minor advantages. Major disadvantages count as a -1; two minor disadvantages count as a -1.
Major wounds and permanent wounds reduce the character's roll by -1.
Note: one character's disadvantage CANNOT be the same as the other's advantage. I.E. if I put "size advantage" for my saurian as a major advantage, I can't put "size disadvantage" for the kobold she's fighting as a major disadvantage. The saurian gets ONE major advantage from this, not two.
If an advantage is considered "extreme," it may be allowed to confer a +2 bonus rather than a +1.
Calculating ResultsA difference of 0-2 = a tie, requiring an extension of the match (or the surrender of one side to the other, or both sides agreeing to cease fighting). Both characters roll for wounds after each tie.
A difference of 3-5 = a victory for the side with the higher number. Each participant rolls for wounds. Modify wound roll as necessary. The winner may not die; reroll in the event of "death" for the winner.
A difference of 6+ = a major victory for the side with the higher number. The winning side may decide the fate of the losing party (I.E. whether they suffer wounds, are slain, spared, etc). The winner suffers no wounds.
WoundsThere are four categories of wounds: minor, major, permanent, and death.
- A minor wound has no impact on combat rolls, but two of them confer a -1 penalty to future Wound rolls. Minor wounds take whatever form the player wants (so long as it isn't crippling or permanent) and disappear as necessary. Still, the number of minor wounds should be kept track of. Minor wounds disappear 2 battles after they're gained. (So, if someone gained two minor wounds in their first bout, both of those minor wounds would disappear in the third bout.)
- A major wound has a more crippling effect, but can be healed. It will confer a disadvantage in future rounds.
- A permanent wound will stay with the fighter after the battle. It is a permanent disadvantage and should have an impact on the story.
- Death is death. There's no coming back.
The following numbers are a result for wounds:
1 or less = no wound.
2-4 = a minor wound.
5-6 = a major wound.
7-8 = a permanent wound.
9+ = death.
Normally, a character cannot receive a permanent wound or death, as they roll a 1d6 for wounds. However, there are several factors which influence their wounds:
Every 2 minor wounds adds +1 to the roll.
Every major wound adds +1 to the roll.
Every permanent wound adds +1 to the roll.
Natural abilities or high quality defensive equipment may reduce the roll by 1. (Note: you may only have a total of -2 due to this: -1 due to abilities and -1 due to equipment.)
Example FightLet's go with an extreme example and assume that Zorai the Massive and Rize the Kobold are pitted against each other in the Almurzani. This is their first round against each other, and each of them has suffered a major wound already.
We start by listing their advantages and disadvantages in this particular match-up.
ZoraiMajor Wound: -1
Massive Size Advantage: +2
Extreme Experience Advantage (she's a war veteran that's fought in two Almurzanis!): +2
Superior Equipment: +1
Strength Advantage: +1
Defensive Fighting Style: +1
Total: +6
RizeMajor Wound: -1
Agility Advantage: +1
Unorthodox Fighting Style: +1
Total: +1
This means that in order for Rize to win in a fight, assuming Zorai rolled a 1, Rize has to roll a 9 out of 12 possible points from a dice roll. That would give Zorai a total of 7 vs. Rize's 10.
In the first round of their battle, Zorai and Rize roll off. Zorai gets 3+6=9, and Rize gets 9+1=10. They tie, so they each roll on the wound table. Zorai takes another major wound (with a result of 5), and Rize takes a minor wound (with a result of 4). Zorai's roll is reduced by 1 because she suffered another major wound. Rize only has one minor wound, and so is not yet affected by it.
In the second round, Zorai gets a 15 (10+5) and Rize gets a 9 (8+1). This time Zorai has an overwhelming victory, controlling this part of the battle from its beginning. She decides to let Rize live with a single minor injury, but leaves him disarmed and defeated.
Should Rize continue to fight in the Almurzani, he'll probably get a different set of modifiers. He might have an equipment advantage over someone, or have a youth advantage over a particularly old fighter (such as Bloodaxe).