A brief description of Module #2 – Arms, Armor & Combat

I have used many different combat systems over the years. I have come to accept and appreciate the early editions level of abstraction. I no longer enjoy crunchy for crunchiness sake. I like for choices in conflicts to have meaning. So weapon choices, or do I carry a shield, or light vs heavy weapons have effects in the game world. Skill/talent/ability training choices will also impact play. A goblin who has mastered the short sword is to be feared.

  • Section 1 lists armors, helmets and shields. Then I cover the shield wall and shields shall be splintered rules. These values are reflective of how I see the game reality. If your view differs, use the ODT version and change it.
  • Section 2 covers melee and missile weapon descriptions and qualities. Major kudos to David Stark and Robert Conley for doing the heavy lifting.
  • Section 3 tables provide details for the effects of skill/talent/ability levels for melee weapons, missile weapons, shields, and martial unarmed techniques.
  • Section 4 presents the rules for conflicts. Time, movement, combat sequence, and initiative are explained. Rules for reach and open vs close melee combat are described. Next critical hits and modifiers for melee and missile attacks are covered. This is followed by fumble tables. The effects of damage lead to the fatal injury table.

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