(originally posted on Sept 14th, 2016 @ palladiumknights.com)
Character Creation Notes
Attributes – Players roll 3d6 for each attribute. If you roll 16-18 roll an additional d6. Add these numbers.
Backgrounds – Players will select a background to indicate their character’s parent’s occupations. This will give the character a number of skills that they picked up from their parents before setting out in the world.
Occupation – Players select an occupation for their characters now. And use the OCC skills provided in the core book. Do not included, related skills, or secondary skills, just OCC.
General Skill Points – If your parents were Peasants – you get 3 General Skills; Guildsmen – 4 General Skills; Nobles – 5 General Skills. These can be any skills.
Skills – Background Skills and General Skills begin at Basic Proficiency Levels. Occupation skills start at levels shown in the core book. Each skill will be based on and ‘rooted’ in one of the attributes. You will add your attribute level to each skill also. I’ll post that in a later update. – Remember that WP’s are independent skills to roll now.
– Example: Bow is ‘rooted’ in Physical Prowess. If the beginning Bow skill is at 25%, and the characters Physical Prowess is 14, then the effective skill percentage is 39%.
Equipment/Weapons/Armour – For now these are done as standard. Except if it tells you to select like 27 weapons. Just choose the key weapons to your character concept. Remember to factor armour encumbrance penalties to skills. If wearing splint, plate and chain, or full plate. Loose one attack per melee.
Figuring Armour – Take the AR of your character’s armor and multiply it by 5. This is the percentage of the Torso location. -10% for the head, legs, and arms locations. See example above.
Figuring Injury Levels – see post above.
Money – Standard
Did I forget anything?
Weapon vs Armour – stuffs for detailed combat resolution.
Armour – as noted above figure your character’s armour’s effective percentage by taking the AR and multiplying it by 5. This number will be the torso area of the armour. Subract 10% for all other locations (head, arms, legs). This is the percentage rate rolled by the defender, as per combat example above, when the armour is absorbing the blow.
EX: Full Plate had an AR of 18. Thus its percentages would be – Head 80%; Torso: 90%; L Arm: 80%; R Arm 80%; L Leg 80%; R Leg 80%.
Weapons – Some weapons that are especially effective against penetrating armor -such as Footman’s Axes, Horseman’s Hammers, Maces, Arrows, Spears, etc, – percentage ‘versus armor’. This percentage will be between 10% and 20% and will effect the effective percentage of the armour when this specific weapon is hitting the armour, or damaging the armour.
An example is needed: A Mace has a ‘versus armour percentage’ ( VAP ) of -20%. When a character is using it against someone in full plate, the full plate’s effective percentages are each subtracted by 20%. This shows the Mace’s effectiveness against the armor.
I’ll do a list of weapons and their VAP’s in a future post.
Weapon Lengths – more stuffs about detailed combat
I kind of want to add modifiers for weapon length. When a fighter is using a shorter weapon than her opponent, she’s often at a disadvantage. Im worrying though that we’re getting rules bloat, and its becoming over complicated?
Basically the idea is that weapons would be categorized by weapon lengths –
– Hands, Short, Long, Longer, Ranged.
– Hands: Hands, Knives, Shields
– Short: Short Swords, Hand Axes
– Long: Long Swords, Maces
– Longer: Spears, Pole-Arms
– Ranged: Arrows, Quarrels, Sling shots, Thrown
Fighting an opponent with one category longer than your weapon imposes a penalty of -5% to your weapon skill.
– So One step is -5%; Two Steps -10%; Three Steps -15%; Four Steps -20%
Example: A knight with a long sword fights a guard with a halberd. Because the guards weapon length is one category above the knights, the knight is at -5% to her sword skill.
A bandit with a short sword going up against the same guard would be at -10% penalty, because he is two lengths in difference.
Notes about Conflict Resolution
These rules for combat, are not intended to be used in every fight. These rules are for the when fight really matters. When the adventure rises to a climax. For when the character’s very beliefs are being tested.
Otherwise, if its a fight with some goons, a simple skill roll can cover combat. State your intent, and roll.