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Dragon's Egg - Combat

Discussion in 'Dragon's Egg RPG' started by Steerpike, Jan 1, 2013.

  1. Steerpike

    Steerpike Felis amatus Moderator


    Striking Your Opponent. To hit your opponent with an attack, roll 1d20, add your base to hit bonus (see the post on Classes), and add the appropriate ability modifier. For melee attacks it is your STR modifier, and for ranged attacks it is your DEX modifier.

    Damaging Your Opponent. If you hit your opponent, your base damage is determine by your weapon type. If you are making a melee attack, you also add your STR bonus to the damage roll. For example, Thag, with a STR modifier of two, has picked up a nice longsword and strikes an orc across the neck. He does 1d8+2 damage to the orc. See the equipment list for damage done by weapon type

    NOTE: For efficiency reasons, go ahead and roll your damage with every attack. That way, if you hit we don't have to wait for another roll to move things forward. If you miss, we will simply discount the damage roll.

    There are other actions you may wish to perform in combat. You can try anything you like, using the SIEGE engine described in the Quick Start document. There are some specified actions you may take as well:

    Move. Per my house rule, you may move up to your full movement speed and still take a standard action, such as an attack. You can move up to four times your movement rate, ultimately, but if you exceed your movement rate you cannot take another action until the following round.

    Charge. You can charge if you are able to move your full movement distance in a straight line. When charging you receive a +2 to hit your opponent, but because your headlong rush at the opponent leaves you vulnerable, you receive a -4 to your Armor Class until your next turn.

    Take Cover. You may take cover behind tables, doors, chairs, or other objects available. The effect is an increase in Armor Class depending on the amount of cover you have. For ¼ cover, you receive +2 to AC; +4 AC for ½ cover; +6 AC for ¾ cover; and +10 AC for virtually fully cover. If you are well and truly covered, your opponent may be unable to strike you at all.

    Dodge. When you dodge, you are focusing your efforts on not being hit. You can dodge up to three opponents in a round, so long as you are facing them and aware of their attacks. You can take no other actions in that round. Dodging gives you a +2 AC.

    Evade. Where dodge reflects attempts to avoid multiple combatants, when you wish to avoid only a single combatant in front of you, you may put all of your energies into evading his blows. You may do nothing else that round, as all your energies are dedicated to evading. The effect of evade is a +4 AC.

    Flank Attack. When you flank an opponent, you receive a +1 to hit.

    Rear Attack. When you attack an opponent from the rear, you receive a +2 to hit. You must be directly behind the opponent. This does not stack with rogue and assassin class abilities.

    Disengage. You may attempt to disengage yourself from an opponent and move away from him. There are two types of disengagement:

    • Hasty: You can move up to your maximum run distance. Your opponent gets a free attack and you suffer a -2 AC as you attempt to flee the melee. You may take no other action.
    • Fighting: You can move up to half your move speed in distance. You can take no other action that round, but you do not suffer an AC penalty, nor does your opponent get a free attack.

    Two Weapon Fighting. You may fight with a weapon in each hand. This is not easy to do, and requires a lot of experience and training. Some classes get the ability to do this as they progress. At all other times, if a character is attacking with two weapons at once, she suffers a -3 to hit with their primary weapon and a -6 to hit with their off-hand weapon.

    The rules above apply to your opponents as well. There are other actions you may attempt, such as grappling or wrestling with an opponent. I will provide rules for those situations if and when they arise.
    Legendary Sidekick likes this.
  2. Ankari

    Ankari Hero Breaker Moderator

    Damn. I need to consider if I want to be a dual wielder or not.
  3. Steerpike

    Steerpike Felis amatus Moderator

    The penalties are steep at low level. As you progress, though, they diminish.
  4. Phietadix

    Phietadix Archmage

    What does weapon speacialization do?
  5. Steerpike

    Steerpike Felis amatus Moderator

    If you have the ability to specialize, then when you are using whichever weapon you've chosen to specialize with, you get a +1 to hit and +1 to damage. At level 7 it goes to +2/+2.
  6. SeverinR

    SeverinR Vala

    Duel wield for Aliron,
    two long swords (+1 for each sword-elf, +1 level)
    normal attack:-1/-4
    charge: -+1/-2
    Backstab: +2/-+0
    Charge backstab: +4/+2 (the rare occurences when I can do both)

    Damage potential(assuming at least one hit): 1-16

    If holding two weapons can I choose to use only one to fight with, to avoid the penalty?

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