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Ben

SWEEEET!

Post by Ben » Thu Oct 25, 2007 12:09 am

WOOOHOOOOO

Umm so here is a DRAFT rule very basic for this game, essentially its nothing more then the style of how we want to run it.

Its going to be a warband, skirmish, level game of 3-10 models aside, we expect most warbands to be around 5-6 models. We havn't got nation specific rules yet (like Romans, Vikings, Franks etc.) instead the way we're working it out is WHAT YOU SEE IS WHAT YOU GET. Good old WYSIWYG.

So that soldier in full chain mail and heavy leather will be in FULL CHAIN MAIL AND HEAVY LEATHER. He'll suffer the movement penalty for it and recieve the armour bonus for it. While that model that is Naked but holding a HUGE BLOODY SWORD...will have a huge bloody sword which will cut through the above characters armour but won't have any armour himself.

I won't explain more just have a trawl through and then tell me how crap it all is so I can make it less crap.

Statistics:

All characters have five statistics which shows how skillful and courageous they are on the battlefield. These “stats” are Movement, Combat Value, Shooting Value, Resilience and Bravery. Each Characters Statistics are created randomly, look below at Character Creation for more information.

Movement:
Mv for short. Movement is a distance in inches that represents how far a character can march each turn. There movement can be increased or decreased via Bonuses or Penalties. All characters have the same movement value which is 5 inches. However this can be changed with wounds or armour worn.

Combat Value:
Cv for short, a characters Combat Value represents his fighting ability, how good he is with a blade and how ruthless he is when it comes to close quarter fighting. All Characters start with a random Cv. To create a characters Cv roll a d10 add 1 to the score and then divide by 2, rounding up. So all characters will have a Cv of 2 to 6.

Shooting Value:
Sv for short a characters Shooting Value represents how natural he is when it comes to shooting or throwing objects at an enemy on the field of battle. To work out a characters Sv then roll a d10 add 1 to the score and then divide by 2, rounding up. So all characters shall have a Cv of 2 to 6.


Bravery:
Br represents your characters courage and ability to fight against overwhelming odds. This characteristic is very important as it may mean the loss of a fight or total victory. Bravery is measured from 1-9 with the higher number meaning your character is brave while the lower numbers mean your character is not likely to stay around once the fighting starts. To create a characters Bravery level roll a d10 and accept the score. A roll of 10 means you must re-roll the die.











Turn Phase

Each turn begins with an initiative test rolled between players. This is a simple d10 rolled by both players, who ever wins MUST shoot and move first. Archery and other missile shooting happen before all movement. Players take it in turns shooting their characters until all desired shooting is completed. Players then take it in turns moving one character after another until all characters have completed their actions.

Like the Archery Phase movement is done alternatively between players. Should one warband outnumber another then you must wait until your opponent has completed moving all his troops before you can move yours for a second time, keeping in mind characters can only move ONCE a turn.

Once movement is complete then any characters that have managed to make contact with other characters now engage in combat. This is completed simultaneously with one combat being fought and ended before moving onto the next one.

Finally there is the Recovery phase where characters can attempt to stay in the fight and combat injuries are rolled for.


Movement:

Each character has a movement statistic. The average movement value for a man is 5. Each number represents 1 inch, so a movement of 5 means a character can move 5 inches a turn. A character does not need to move his or hers full movement value, in fact if you wish it your characters don’t need to move at all.

Some things are easier to traverse then others, for example a rocky ground is harder to move through at speed than a grass meadow while moving along a road is faster then on a dirt path. To represent this various “terrain types” can give a penalty or bonus to your movement. There are different types of Penalties and Bonuses; there are heavy penalties and bonuses and light penalties and bonuses.

Penalties:

A Heavy Penalty is where half your movement value is penalized. When working out any penalty or bonus ALWAYS round down. I.e. Bjorn has an Mv of 5. He attempts to walk through a forest which gives a penalty of half movement. Half of 5 is 2.5 however as you MUST role down, Bjorn can only move 2 inches. A Light Penalty means that your character must mind his footing while crossing the terrain. Light Penalties may mean you cannot run or sprint while in this terrain or an active movement penalty of 1 to 2 inches.

Penalties are:
Forests – ½ movement.
Marshes- ½ movement, no running
River- cannot cross
Ford – 2” movement penalty, cannot run
Shallow stream - ½ movement, cannot run
Rocky ground/rubble – cannot run
Sand- 1” movement penalty, no run
Climbing banks or hillsides– Minus 1 inch movement per inch of height climbed




Bonuses:

A bonus is something that gives you a bigger movement than you may otherwise have. There are two bonuses that you always have and are not based on terrain, although terrain may affect them. These are Run and Sprint. Run is where your character is moving fast to reach the enemy quicker or to run and hide! Sprint is a final burst of speed and power right before you make contact with an enemy; essentially it is your character charging the enemy. Other bonuses include moving on terrain types such as roads. Unlike Penalties that subtract inches from your movement value a bonus increases your movement value.

Bonuses are:
Run – double movement, cannot run on all terrain types and cannot run into combat
Sprint –3” bonus, must end up in contact with an enemy.
Dirt Path – 1” bonus
Stone Road – 2”Bonus

Cover:

There are two differing types of Cover, light and heavy. Light cover is fences, walls and hedges that only rise to the wait of your models. It makes them less a target however there is still a lot of exposed body.

Heavy Cover are walls, fences and fortifications that rise to the shoulder of your characters and make it almost impossible for enemies to be able to shoot at.


Line of Sight:

In Dark Ages Line of Sight or LOS, is very important. LOS does not correspond to the size of a models base but rather the model itself. This excludes weapons but does include shields. To be able to see a model a character must be able to see at least half of the model they wish to Sprint or Shoot at OR half the characters shield. I.e. Bjorn has a bow aimed down the street but can only make out the Sword of the Roman behind a building. As such he cannot shoot his arrow. However the Roman moves so that half his shield is visible to Bjorn. As Bjorn can see the majority of the Romans shield he can fire at the Roman and hope to wound him. If the Roman had no shield then the Bjorn still would be unable to fire as he wouldn’t be able to ½ the model.

LOS in Windows and doors works slightly different then normal LOS as a window is a small opening that may allow you to shoot out of but doesn’t offer the required 50% of body mass for LOS to be effective when being shot at. In these circumstances common sense prevails. If you can shoot at him then he can shoot at you!


Combat:

There are two types of Combat in Dark Ages, Melee and Archery. Melee is the nitty gritty swords and axes combat prevalent with the period. While Archery covers items such as throwing knives, slings and bows where you can damage the enemy without being in harm yourself.

Melee:
All Characters will eventually end up fighting in Melee; it’s just a matter of time. When they do you had best hope that your characters will be able to handle themselves effectively. All characters have a Combat Value, called a Cv. This Value ranges from 1 to 9. A character may start with a low Cv however with time and a few fights he may soon become a very skilled warrior. When combat is joined there are two sides, a charger and a defender. There are various options that a character can choose from when fighting and these are based on whether the character is the charger or defender; the options are also based on the type of weapon and armour chosen by the character.

To initiate a combat a character must first CHARGE an opponent. This is done by Sprinting into Base-to-Base or within REACH of an enemy character. Some weapons such as Spears and Long Swords are longer then average weapons and as such mean that the character wielding these weapons does not need to sprint into Base-to-Base but just within the REACH of the weapon, look in weapons for more information. Once combat has been joined a player must choose what combat option they shall choose. These range from defensive measures, to hidden strikes to outright kill strikes. Some weapons allow special actions to be taken while others deny you choice of certain actions.

Once players have decided upon the action they wish to make they place the proper counter next to the base of their character. If a character is fighting multiple opponents then you may choose as many options as you have opponents however you must clearly state which marker is for which opponent. Once all players and characters have placed their markers they are turned over for everyone to see what Combat Option that characters shall perform. Unless a player has chosen an action that says otherwise the character(s) that charged into the combat will strike first, followed by the defender or defenders. If more then one character charged into the combat from opposing sides then the last character to charge goes first and then the character who charged before him down to the character that received the first charge.

To attempt to hit your opponent you roll a single d10 and attempt to roll equal too or under your Combat Value (Cv). Your Cv is dependant on your BASE Cv (the Cv in your characters stats) and the combat option you have chosen. Your Cv when rolling to hit is also affected by the armour worn by yourself and your opponent. Lighter armour may not affect your movement or Cv by much but a Heavy suit of armour will affect your ability to fight and will usually diminish your Cv as will enemy armour. Should you roll equal to or below your modified Cv then you have hit your opponent. Remember your Cv cannot be higher then 9, should it go higher then this then a roll of 10 is still a failed hit. It can be as low as 1 however
Combat in Dark Ages is not about hitting or missing, rather we view it as “truly wounding” Should an attack “miss” view it as rather then failing to hit the target you have failed to cause a suitable wound that would affect your enemies fighting ability. When you “hit” your opponent you are not laying your sword upon his body for the first time but rather you have penetrated his armour or caused a significant wound upon your opponent, one that shall affect his ability to fight.

Characters who suffer a wound in combat must then take a Bravery Test to see if they have the resolve to continue the fight. Should they fail the test then they move their RUN speed directly backwards away from the combat. Should this mean they leave the table then the character counts as if he is unconscious for endgame purposes.

Should a character pass his Bravery test then he or she can attempt to strike back. Should all characters remain at the end of the round then the combat is continued in the next turn.

Combat Options:

When Charging:
Side-step – Hand Axes, Short Swords, Daggers, Bare-Hand, Long Swords only You attempt to side step your opponent’s weapon and fight within his guard. The enemy suffers -2 to his Cv to hit you but strikes first.
Duck and Jump – All Weapons You attempt to evade the enemies’ first swing but continue with your forward movement. You strike normally and the enemy fights with -1 to his Cv.
Tackle – All Weapons You attempt to tackle your opponent to the ground and kill him as he is stunned. You strike at +1 Cv. If your enemy fails to hit in his turn then he is assumed to have fallen to the ground. Next round he must attempt to get up by rolling equal or under his Cv. Should he fail he remains on the ground and unable to choose any combat options. When attacking a character on the ground you gain +1 to your Cv IN ADDITON to any other Combat Option
Flurry – All Weapons You attempt to overwhelm your opponent with a series of quick and sharp strikes, attempting to hit your opponent with little regard to your safety. You fight at +1 Cv.
Killing Blow – All Weapons You put all your strength into a blow designed to kill your opponent outright. You fight at +2 Cv but your enemy gets +1 Cv against you. You also get +1 to your wound roll.


When Defending
Shield Wall/ Brace for impact – All weapons (and shields and bucklers) You ready yourself for the charge by either bracing yourself and/or readying your shield. The enemy suffers -2 to his Cv to hit you but strikes first.
Shield Bash– Shields and Bucklers only As your opponent runs at you, you push out with your shield catching him off balance, he suffers -1 to his Cv and you strike first.
Disarm – all weapons As your opponent strikes at you, you attempt to either catch his weapon or trap it with your own. Should the enemy miss with this strike then his weapon is now caught. He can either drop his current weapon and spend his next round pulling out his secondary weapon or must attempt to disarm by rolling equal or under his BASE Cv. The disarm otherwise lasts until you choose a new combat action in following rounds. You opponent may choose no Combat Options while disarmed
Flurry – All Weapons You attempt to overwhelm your opponent with a series of quick and sharp strikes as he charges at you, attempting to hit your opponent with little regard to your safety. You fight at +2
Killing Blow – All Weapons You put all your strength into a blow designed to kill your opponent outright and hopefully impale him on your weapon as he charges. You fight at +2 Cv but your enemy gets +1 Cv against you. You also get +1 to your wound roll.

Secondary Combat actions, for both sides after 1st round of combat:
Shield Bash– Shields and Bucklers only You push out with your shield catching your opponent off balance, he suffers -1 to his Cv and you strike first.
Disarm – all weapons As your opponent strikes at you, you attempt to either catch his weapon or trap it with your own. Should the enemy miss with this strike then his weapon is now caught. He can either drop his current weapon and spend his next round pulling out his secondary weapon or must attempt to disarm by rolling equal or under his BASE Cv. The disarm otherwise lasts until you choose a new combat action in following rounds. You opponent may choose no Combat Options while disarmed.
Trip – all two legged characters With your opponents focus on his upper body you attempt to trip your opponent by kicking his legs out under him. To do so roll a Cv under any penalties or bonuses from your opponents Combat Option. Should you success then your opponent falls to the ground. Next round he must attempt to get up by rolling equal or under his Cv. Should he fail he remains on the ground and unable to choose any other combat options. When attacking a character on the ground you gain +1 to your Cv IN ADDITON to any other Combat Option

Flurry – All Weapons You attempt to overwhelm your opponent with a series of quick and sharp strikes as he charges at you, attempting to hit your opponent with little regard to your safety. You fight at +2 Cv
Killing Blow – All Weapons You put all your strength into a blow designed to kill your opponent outright and hopefully impale him on your weapon as he charges.. You fight at +2 Cv but your enemy gets +1 Cv against you. You also get +1 to your wound roll.
Having succeeded in hitting your opponent you must now attempt to wound your opponent. All hits in essence wound your opponent however some wounds are more lethal then others. Melee weapons are divided into two categories, blunt and piercing. Blunt weapons are clubs, maces, hammers and flails. Piercing are all axes, swords and spears
To attempt to wound roll a d10 and consult the proper table and then apply the results of the wounds to the character wounded. Should your character become unconscious view the unconscious table at the end of the game.

Piercing Weapons:
D10 roll Outcome
1 You suffer a deep cut to your leg meaning you are -1 to your movement value
2 Suffering a wound across your face you have difficulty seeing. ALL your opponents will strike you first no matter what combat option you choose.
3 . Suffering a wound to your chest you are -1 to you Cv and Sv from now on
4 Suffering a wound to your arm you are -1 to you Cv and Sv from now on you also drop your weapon. If you were disarmed you are no longer disarmed but you must draw a secondary weapon, fight unarmed or attempt to rearm by rolling under your Cv next combat round
5 You suffer a deep wound to your arms and suffer -1 to your Cv and Sv PERMANENTLY and fight at -2 Cv and Sv for the rest of the game
6 You suffer a nasty wound that is very deep. You suffer from blood loss, Each turn roll a d10 on a 1-2 you fall unconscious and take no further part in the battle.
7 You Suffer a deep gash you suffer -2 to your Cv and Sv and blood loss.
8 You suffer a deep wound to your body you fight at -3 Cv and Sv for the rest of the battle and suffer blood loss.
9 You suffer a terrible wound and fall to the ground unconscious and will remain so until the end of the game.
10 Your character suffers a mortal wound and falls to the ground dead. He/She can no longer be played and is to be taken off your roster.

Blunt:
D10 roll Outcome
1 You suffer a glancing hit momentarily stunning you. You are unable to perform a Combat Action next combat round. If you are yet to fight you are now unable to and shall also miss your next round of fighting

2 A blow lands on your legs but fails to break the bones you suffer – 1 to your movement for the rest of the game
3 Hit in the army you drop your weapon due to the shock. You now count as being disarmed. To rearm your weapon you must roll under your Cv and Sv and must forfeit a Combat Action to do so. Alternatively you can fight with your bare hands or draw a new weapon should you have a spare instead of making a combat action
4 A blow to the stomach knocks the wind out of you. You will strike last in the next Combat Round
5 A heavy blow to the chest cracks some ribs slowing you down as you fight. You suffer -1 to your Cv and Sv for the rest of the game
6 A heavy blow to the shoulder breaks your arm you suffer -1 to your Cv and Sv PERMANENTLY and -2 for the rest of the battle
7 A blow lands on your chest breaking your ribs. You suffer -2 to your Cv and Sv Permanently and -3 for the rest of the battle
8 A blow lands crushing your armour and bones you suffer from internal damage. You suffer from internal bleeding (same as blood loss from piercing weapons)
9 You suffer a hit to the head and fall unconscious
10 You suffer a wound that breaks your bones and turns internal organs to pulp. Your character dies and can longer be played. Take him/her off your roster

Unconscious table:

D10 Roll Outcome
1-2 You character is taken to a surgeon and your basic first aid has staunched any bleeding or relieved any internal pressure. He is fit and ready for your next game
3-4 Your character is alive but not well. He will miss your next fight.
5-6 Your character is alive but is not the same he suffers -1 to his Combat and Shooting Value and -2 to his Bravery
7-8 Your character is captured! All his weapons and armour are captured by the rival warband. Your character can be ransomed back, with or without his equipment at the cost chosen by the rival warband
9-10 Your character was unable to struggle through his wounds and died a quick but painful death

Certain Weapons and Armour affect how your character can fight and how they are wounded. They also may have special Combat Options with them.
Weapon Special Combat Option Reach Type
Bare Hands -2 to your Cv

Base-To-Base Blunt
Dagger -1 to your Cv Base-To-Base Piercing
Short Sword Regular Actions Base-To-Base Piercing
Long Sword Regular Actions
1 inch Piercing
Great Sword Deep Wounds. You put all your strength into a blow designed to kill your opponent outright and with a blade as big as yours that’s an easy thing to do. You fight at +2 Cv but your enemy gets +1 Cv against you. You also get +2 to your wound roll. 1 inch Piercing
Hand Axe Hack and Chop. You make many short swift chopping motions with your axe designed to hack through the enemies armour. You fight at +3 Cv Base-To-Base Piercing
Two Handed Axe Heavy Killing blow. You put all your strength into a blow designed to kill your opponent outright and with a blade as big as yours that’s an easy thing to do. You fight at +3 Cv but your enemy gets +1 Cv against you. You also get +1 to your wound roll.
Base-To-Base Piercing
Double Bladed Axe Harvest. You swing your axe left and right, attempting to harvest your opponents. Should you miss with your 1st strike you may make a 2nd strike. Both Strikes use your Base Cv. Base-To-Base Piercing
Spear Phalanx. You set the butt of the spear down and prepare for the enemy charge. You strike first and at +2 Cv. This action can only be chosen as a Charge Defence Combat Option 3 inches Piercing
Club -1 to your Cv Base-To-Base Blunt
Mace Regular Actions Base-To-Base Blunt
Staff Regular Actions 2 inches Blunt


Archery:

Archery is the missile combat arm of the game. It deals with Throwing knives, Spears and Axes as well as Slings and Bow and Arrows. Unlike Melee in which you choose a combat option against each opponent you are fighting in Archery you only get a single attack as you are only throwing or firing a single object.

First you must declare what weapon is being fired then you must check the range of the weapon to see if the character is within deadly range of the projectile. If the character is in range then you may attempt to hit. If not then the shot fails and the weapon or arrow is lost and you may not fire again this turn.

To hit an opponent you must roll equal too or under your Sv. Once you have rolled and hit your opponent you must then attempt to wound your opponent.

Once you have chosen the weapon and found the “true” or ACUTAL Sv you must check the range of the weapon and make sure that your target is in range. There is NO premeasuring in Dark Ages so you will have to be a good judge of distance should you wish to be in range.

Weapon Range in Inches
Common Bow 20”
Short Bow 16”
Sling 10”
Throwing Spear 10”
Throwing Axe 8”
Throwing Knife 6”

Once sure you are in range you must attempt to hit your opponent. This is simply done by rolling a single d10 and scoring under your Sv, taking into account any penalties and variables to your shot, for a list of penalties view below. These Penalties are cumulative. So you could suffer -1 for moving, - 2 for shooting over half range and -1 for the enemy being conceal or -4 in total.

Penalty Outcome Modifier
Current Sv Penalties If you have been wounded previously or suffer a permanent deduction of your Sv then it will affect the Sv needed to hit Depends on previous wounds
Having moved last turn Your aim is not as steady which affects your ability to precisely hit your target -1 to your Sv
Shooting over half range If shooting at the extreme range of a weapon then the chance to hit and its potency are both diminished -2 to your Sv
Enemy is Concealed If you cannot see the entirety of the model it is hard to hit -1 to your Sv
Enemy is in soft Cover The enemy is in a location that makes it hard for a kill shot to happen -2 to your Sv
Enemy is in hard cover The enemy is in an almost impregnable location to missile fire. -3 to your Sv

Having figured out what modifiers apply, attempt to hit the target by rolling equal or under your modified Sv. Should you fail to hit then you have also failed to wound. All weapons are one shot only. I.E. if you have bought a Throwing Axe and you miss then you no longer have your Throwing Axe and should you loose the game or run off the table then you have lost your Throwing Axe for the rest of the campaign and must buy a new one. Arrows are bought in groups of 5 arrows and each shot means you loose one arrow. You never get these back even if you win the game.

Having hit your opponent you must now roll what kind of wound you have caused on your opponent.




D10 roll Outcome
1 The projectile hits but only grazes you. You suffer no serious wound.
2 You are hit in the leg causing you to stumble and limp. You are -1 movement for the rest of the game.
3 You are hit in the arm, you suffer -1 to your Cv and -1 to your Sv.
4 The projectile hits your helmet or grazes your head. You suffer no wound but must take a Bravery test or fall back
5 You suffer a deep gash to your legs making it difficult to move. You suffer -2 to your movement
6 You suffer a deep wound to the arms causing making it difficult to fight. You suffer -2 to your Cv and Sv.
7 You are hit in the leg causing you to stumble and limp. You are -1 movement for the rest of the game. You also suffer from Blood Loss. Each time you activate your character roll a d10 on a 1 or 2 your character falls unconscious.
8 You are hit in the arm, you suffer -1 to your Cv and -1 to your Sv. You also suffer from Blood loss Each time you activate your character roll a d10 on a 1 or 2 your character falls unconscious.
9 You suffer a terrible wound to the chest and fall down unconscious
10 You suffer a terrible wound to the head and fall down dead. This character is now unplayable.

If your character is unconscious at the end of the game then you must roll on the unconscious table below:

Unconscious table:

D10 Roll Outcome
1-2 You character is taken to a surgeon and your basic first aid has staunched any bleeding or relieved any internal pressure. He is fit and ready for your next game
3-4 Your character is alive but not well. He will miss your next fight.
5-6 Your character is alive but is not the same he suffers -1 to his Combat and Shooting Value and -2 to his Bravery
7-8 Your character is captured! All his weapons and armour are captured by the rival warband. Your character can be ransomed back, with or without his equipment at the cost chosen by the rival warband
9-10 Your character was unable to struggle through his wounds and died a quick but painful death


Bravery:

Bravery is one of the key factors in Dark Ages. It represents how charismatic your Leader is and how willing his soldiers are to fight. Bravery ranges from 1 to 9. To pass a Bravery test you must roll equal or under your Bravery stat.

There are various reasons that taking a Bravery test are necessary, these are listed below.


Reason Notes
Charged by two or more opponents Often fighting against overwhelming odds can be daunting and only the bravest fighters remain.
Charging two or more opponents While you may be willing to defend against multiple opponents willingly charging more then one opponent is a different matter.
Charging the enemy Leader The leaders of Warbands are strong and courageous warriors it takes a Brave soldier to willing fight against such a man
Your Leader Dies If your leader falls in combat it can shatter your will to fight and can mean the defeat of your forces
Failed to Wound while you got wounded If you are wounded but fail to wound an opponent discretion may appear to be the better part of valour.
Warband suffers 50% casualties This is taken by your leader, if he fails then the warband quits the field of battle having suffered too many losses. If the Leader is slain then the character with the next highest Bravery rolls.

Ben

Post by Ben » Thu Oct 25, 2007 12:12 am

Hmm I realize I havn't worked on this for the last week or so and that I wanted ot change parts but its 12:09 am and I've spent the evening with Kendo and few others at WWW- Wicked Wine Wednesday a once a month gaming group who take the piss out of GW games and find that they are more fun drunk then sober- haha

I think some pictures will be posted here soon by Kendo.

But year I'll probably be revising various parts and I've got experience, warband creation and so on but won't post them yet.

Cardinal Biggles

Post by Cardinal Biggles » Thu Oct 25, 2007 12:20 am

I knew you would loe the cellar... too drunk to comment

Ben

Post by Ben » Thu Oct 25, 2007 12:28 am

you only drank...yea ok I'll accept your statement.

Cardinal Biggles

Post by Cardinal Biggles » Thu Oct 25, 2007 12:32 am

drunk?.well am bit elehants trunk...what a good night..my bloody sisters got it ....

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Post by Admin Fella » Thu Oct 25, 2007 7:56 pm

Good to see some variant rules. This forum may get me motivated to finish of my draft set of WWII rules which are aimed for the Battalion level. :)

Good work. :)

Ben

Post by Ben » Thu Oct 25, 2007 10:18 pm

well the idea that I came up with, with my Playtester, is that we wanted a realisticish set of rules with the ability to do cinematic actions- like smack someone with your sheild and then chop their head off.

At the same time we didn't want it to be a rolling fest. There are alot of tables you need to read and learn and we'll probably end up cutting them down but damage you suffer IN-GAME can affect you ingame and affect your character in general.

My original wounding table had limbs being chopped off and eyes being lost and so on.

I also wanted to have this experience learning curve thingy.

Like have a BASE CV of say 4 for your character (reasonably hight to start off with).

Then you spend experience points on learning to fight with a sword in your right hand. Your Sword or WEAPON CV would range from 1-5. So when you fought with your sword in your right hand your ACTUAL CV would be 5-9.

however you could loose your right hand to an enemy and be there going...well i havn't trained any weapon in my left hand...this character is useless.

But at the same time you could spread your experience learning how to fight with two weapons (or more) in both hands and then you'd be average/CRAP... or one weapon in one hand and literally be a Master at the weapon.

I thought it would be an interesting player choice.

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