Combat & Notes

(originally posted on Sept 8th, 2016 @

Of course all of these are notes. This is the first time I’ve actually written them down. They’re more just thoughts floating around my head. I’ve worked out new combat and armor rules, while trying to keep it Palladium at the same time.

Do you think there would be any interest here on the boards of playing Palladium Fantasy using these rules to see how they change the shape of the game? I’d be interested in running it, perhaps.

Here’s what I’ve come up with for combat:



When starting combat each character engages against an enemy. Several characters may engage each other in several different configurations.

Fight – Attacks per Melee and Volleys

Each character that is engaged then scripts a number of actions equal to his character’s attacks per melee in between 3 different volleys. The scripted options available are: Strike, Parry, Dodge, Block and Strike (with Shield Training only), Charge/Tackle. Each side will script these in actions divided evenly amongst the 3 volleys. Then, one volley at a time each side reveals their scripted actions and combat plays out as these actions are resolved.

Ex: Knight scripts; Strike, Block and Strike, Parry
Bandit scripts; Strike, Strike, Strike

Volley one would have both characters striking against each other with independent skill rolls, volley two would have a block and strike vs a strike, and volley three would have a parry vs strike.

Scoring a Hit

Assume from the example above that each character is using a sword. During volley one, strike vs strike is played out. Each character then rolls her Sword Skill, if they roll under their percentage ability they score a hit.

In volley two a block and strike was scripted vs the strike. The Knight here, gets two actions due to his training. The first will test his shield skill vs the bandit’s sword. The second will test the knights sword skill, unopposed. Shield training is quite useful.

For the bandit to score a hit against the knight in volley two he must achieve a success to strike, while the knight does not. If the knight scores a success on her block, then the two tie, and the rule of defenders comes to play.

Rule of Defenders

Defenders always win ties.

Armor and Scoring Wounds

Once an attacker scores a hit, the defender chooses where the hit lands. The defender knows his stance, and knows what’s open to hit. Therefore, the defender chooses where the strike lands.

Most likely the defender will choose a heavily armored section of the body and hope that the armor deflects the blow. Our knight will choose to get hit in the left arm. Her Full Plated Mail has a score of 80% in this location. The knights player rolls percentile, the bandit’s rolls for damage.

If the knight rolls successfully (under 80%), the armor absorbs all of the sword’s damage. The percentage of defense of that piece of armor though is reduced by the damage absorbed. For example, if the sword does 7 damage, then a gash is sliced into the armor. Its defense rating then drops from the 80% to 73%.

If the knight’s armor fails (above 80%) then the sword finds its way through a gap in the armor, and the bandit scores a wound. The damage rolled is 7.

– Note: Maces and other blunt weapon do not damage Padding, Leather, S. Leather, or Chainmail as they flex. The weaons will crush the bone underneath, but not damage the armour.

Determining Wounds

The damage rolled is seven and the knight compares the 7 to his wound scale. The chart advises him that he’s been hit with a light wound.


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