--- The Combat System --- The basic combat system will seem oddly familiar to those who have played the old board game "Heroquest." Players' attack and defense abilities are described in terms of "Combat Dice". When attacking, a player rolls a number of attack dice and counts the number of hits made; then the defender rolls a number of defense dice, counts the number of blocks, and subtracts any unblocked hits from his life total. The same dice are used for attacking and defending; results from 4-6 are considered to be "hits", 2-3 are considered to be "blocks" when players are being attacked, and 1 is considered to be a "block" when a monster is being attacked. More actions are available, though, than simply "attack". Combatants can "guard", reserving their attack for use against any target that moves within range; note that this is not a first-strike ability, and the target will always get an attack on the guarder as well. Players with swords can use their action to "parry", which allows them to add their attack value to their defense against one attack. Magic users can cast spells, and can use their action to wait if they wish to counter opponents' spells. On determining attack: Your attack is the attack of the weapon you're using. You may also attack bare-handed, with an attack of half your strength, rounded down. Bare-handed attacks may be more effective than bronze or iron weapons against some creatures. On determining defense: Players have a base defense of 1. Players get a +1 agility bonus against the first attack made against them per round, provided that they see that attack being made. Players may wear armor to increase their defense. Players may not wear more than one piece of armor of any given type; robes count as body armor. The game itself uses a "players' turn/monsters' turn" system in most cases; players and monsters can move in any order they choose. Although players will usually have the initiative, and thus take the first turn, monsters which are not caught completely by surprise will often be using the "guard" option as described above. Note that adventuring outside of combat is usually non-turn based; thus, if monsters do ambush the players, the DM must declare at some point that, "Oh, the monsters are taking a turn now." Players will be assumed to be on guard unless otherwise occupied, but will not receive agility bonuses if struck from behind. On searching: Players may search anything when not in combat. However, searching takes time, and taking the time required to search a whole room usually results in a sudden monster attack. "I run through all the rooms I've seen, searching for secret doors and treasure in each" is not an optimal action under most circumstances. --- The Combat System Summarized --- On your turn, you move, then you get an action. Actions are: Attack Guard (wait and attack anything that moves next to you) Parry (add your attack dice to your defense) Cast spell Search (the 9 squares near you. Must specify for what.) When you attack, you roll some attack dice. Every die that's 4 or better is a hit. When you get attacked, you roll some defense dice. Every die that's 2 or 3 is a block. Every hit that isn't blocked deals you a damage.