Combat

Figures the combat would be the piece of the puzzle I was least sure about. Here’s how I envision it working.

  • The Dans have me thinking, as described in black below low weapon skills can actually be a disadvantage as compared to untrained. So how about this Untrained remains the same, but trained follows the chart below.
    Bonus from weapon skill:*
Poor Weak Fair Good Extraordinary Legendary
5 10 15 20 25 30
  • Trained, Roll d100+ opponent’s armor score, less than Dexterity + skill bonus hits and deals weapon damage. *

Wanna weigh in on which rules you like better via emails?

Hand to hand combat:
Untrained Roll d100, less than dex hits and deals one damage unless subject is armored. If target is armored, suffer one damage, unless you roll under their armor rating.

Trained same as above, but can now deal damage. Poor 1d4, Weak 1d6, fair 1d6, good 1d6+1, Extraordinary 2d4, Legendary 3d4. Extraordinary and Legendary Unarmed do not injure themselves on their opponent’s armor.

Melee Weapons:
Untrained Roll d100+30+ opponent’s armor score, less than Dex hits and deals weapon damage.

Trained, Roll d100+ opponent’s armor score, less than weapon skill hits and deals weapon damage.

*Signature moves can have special rules. See Signature Moves.

Ranged Weapons:
Untrained Roll d100+30+ opponent’s armor score, less than Dex hits and deals weapon damage.

Trained, Roll d100+ opponent’s armor score, less than weapon skill hits and deals weapon damage.

*Signature moves can have special rules. See Signature Moves.

Magical Attacks:
Trained only.

Magic can be resisted, but most non casters will fail miserably trying. An individuals own will fights magic cast against them. If they do not believe in your god(faith casters) they automatically resist, and roll d100 they use up to the number rolled, or their current mana whichever is lower and you must match it – this can cause microwaved cat syndrome but to a much lesser extent than an intentional over reach….ie Fainting Goat syndrome. If they believe in your god(automatic if they’ve seen you perform a miracle before) they can not resist. You lose no mana on a spell who’s resistance you can not counter(But do faint like a goat).

Arcane casters, No fainting goat, and no forced additional mana expenditure. Through an effort of will your spells can be resisted, but this takes the target’s action that round. They roll d100 and they use up to the number rolled, or their current mana whichever is lower. You can choose, to match and overpower the mana they spend to counter. The target must know they can resist in order to do this, many do not realize they have the capacity to resist arcane magic. Any mana spent on a resisted spell is lost for arcane casters.

Combat

Wild Lands SkEyesOGrey