Eternal_observer said:
I'm sure there's nothing wrong with this kind of QM interference - if you see us making weird choices, you can alert us if you think it's appropriate. Especially regarding a system that many of us are probably unfamiliar with.
For example, what specific skills will be used if we decide to fight?
Okay, so probably best to make a quick informational regarding combat.
Let's start with skills. I've simplified things compared to the actual Pendragon system.
Brawling
Used for unarmed combat / grappling / some close ranged weapons such as daggers (or a telescopic baton).
Note that Unarmed Combat will always deal minimum damage. (i.e. if your Melee Damage is 4d6, you will deal a flat 4 damage on every attack). Most other small weapons will deal 1d6 less damage (i.e. 3d6 instead of 4d6).
Melee
Swords / Spears / Axes / Maces. Each of these have special properties as noted in the Shop, but in short:
>Swords grant a Parry protection value when used in two-hands and cannot be broken.
>Spears grant a Reach advantage against shorter weapons and negates the advantage a Mounted combatant would have against you if you're on foot.
>Axes bypasses armor granted by Shields.
>Maces deal extra damage to Armor.
Ranged
Formerly Firearms, I decided to rename it as it also applies to Bows, Crossbows, and Thrown weapons.
>Bows deal 1d6 less damage at range. Crossbows and other Firearms deal fixed damage that don't scale to your stats.
Charge
Can only be done while mounted. It is the only way to both Move and Attack in the same round, and is typically how a knight will open combat in Pendragon. Instead of dealing your own damage, you deal your Mount's damage. (A typical Charger that you start the game with does 6d6 damage). It's very possible to knock an enemy knight out of the fight turn 1 with Charge if you roll well on damage.
Drive
Horsemanship in Pendragon. This is to control your mount, particularly in combat. While mounted, your combat skills are limited to your Drive. (i.e. if you have a 10 in Melee, but only a 6 in Drive, then your Melee is limited to 6).
Strategy
Used primarily between combat rounds in battle. You can identify opponents and choose opponents in a pitched fight instead of getting randomly assigned. This is how you choose to go after Victor instead of randomly getting Hookwolf.
Knockdown
Any time you take damage over your knockdown threshold (before Armor Reduction) you must make a Dexterity check to remain on your feet or mounted. If knocked down, it takes two rounds to get to your feet, and you take a penalty to your fighting skill while knocked down.
Major Wound
If you take more than your Major Wound threshold in a single attack (after Armor Reduction) you take a Major Wound and are knocked out of combat. You permanently lose one point in a random Characteristic (Dex, Str, etc) and are Debilitated until you are healed above half your hit point.
Unconscious
If you take a lot of small hits that bleed you over time, you will be knocked unconscious when you hit your unconscious threshold.
Mortal Wound
If you hit 0 Hit Points, you will be knocked out of combat. You permanently lose three points across random Characteristics (Dex, Str, etc) and will die unless healed above 0 hit points.
Healing Rate
Your healing rate determines how effectively First Aid can treat you. Each successful First Aid treatment heals you for your Healing Rate. Each wound can only be treated once, whether the First Aid check succeeds or fails. (i.e., you take three wounds for 7, 8, and 3 damage and retreat for healing. Two of the First Aid checks succeed, but one fails. Your Healing Rate of 5 means you heal for a total of 10 damage, meaning you're still missing 8 HP that can't be healed during the battle and must wait for time to heal).
Armor
Armor acts as damage reduction. If you are hit, the damage of the hit is reduced by the amount of armor that you have. This does mean that attacks can be reduced to 0 damage if you have enough armor to absorb the blow.
In short, your Major Wound threshold is currently 14. That means that if you take more than 14 damage in a hit, you will be knocked out of the fight and lose a stat. This isn't hard to accomplish when you aren't wearing armor.