I just realised I'm sort of doing the homework: https://jrients.blogspot.com/2011/03/three-years-gone.html
Initiative is rolled every round (Initiative die as a stat? Stats in another post.)
Take 2 actions on your turn (you can do any combination):
Move: Speed will be a stat to determine distance travelled.
Engage in combat (resolved at the end of the round).
Shoot a ranged weapon).
Special: Everything else.
What happens when 2 participants are tied?
They will alternate their actions. Use a coin flip or an agreement to decide who goes first.
Engaged participants:
Roll your attack dice (XdY, see part 1) vs the opponent's attack dice. Pair the dice against each other in descending order. The winner deals a hit for every weapon die higher than their corresponding armour die. For every hit, roll a die of the weapon's damage dice against the opponent's armour dice. Winning damage dice are converted into wounds. (HP and hits in another post.)
Hit location (2d6):
Armour:
When defending against hits, roll 1dY of the corresponding armour dice if the hit location is covered with armour. If you have a shield, roll that die as well alongside the other.
d4: Not armour, but protective.
d6: Textile/organic
d8: Mixed
d10: Mail
d12: Plate
d4: Buckler.
d6: Small shield
d8: Round shield.
d10: Kite shield.
d12: Tower shield.
Weapons:
I hope this doesn't fall apart in playtesting...
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