DRN(Dominant Random Number) is a roll of one six-sided dice (1d6) but with an additional bonus: if the die roll is “6,” one is subtracted, and then that die is re-rolled and added to the result. This means a single swing can potentially have 20 rolls of damage or a protection roll can completely defend against 6 weapons.
Attack roll: attacker's Attack attribute + 1d6(DRN)
Defense roll: defender's Defense value + 1d6(DRN)
Damage roll: attacker's Strength attribute + weapon Damage attribute + 1d6(DRN)
Protection roll: defender's Protection attribute + 1d6(DRN) (+ shield Protection if you have one)
Range: Range is maximum firing distance for a missile weapon, (range)x5 is the total number of feet a projectile can travel.
Precision: Precision + 1d6(DRN) x 5 = is the number of feet that you can accurately hit something in.
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Normally a damage roll adds the strength stat to the damage stat of the weapon, for bows however 1/3 of your strength and dexterity is added to the damage.
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Turn order is determined by the DEX stat, players always go first.
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When defending an attack (successfully or not) your defense skill is reduced by 1, it returns to normal on your turn.
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Making an attack or defense roll will incur a fatigue cost, this cost is the encumbrance number of your armor.
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At the start of your turn some of your fatigue is reduced. 1/5th of your maximum HP is what your fatigue is reduced by.
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Using a weapon and using magic both reduce your fatigue before any other step meaning if your stamina goes over 100 your attack or spell will fail.
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Dual wielding results in a penalty of -1 attack on primary and -2 attack on offhand.
Attacking with your primary only uses half of your Main Action but still disallows minor actions.
Each player's turn consists of:
1 Main Action
3 Minor Actions
Main actions:
Swinging a weapon
Using a spell
Loosing an arrow or bolt
Re-loading a bolt
Minor actions include but are not limited to:
Moving 1 tile
Re-loading a bow
Drinking a potion
Opening a door
Putting your weapon away
Pulling your other weapon out
Flipping off an opponent
Attack roll: attacker's Attack attribute + 1d6(DRN)
Defense roll: defender's Defense value + 1d6(DRN)
Damage roll: attacker's Strength attribute + weapon Damage attribute + 1d6(DRN)
Protection roll: defender's Protection attribute + 1d6(DRN) (+ shield Protection if you have one)
Range: Range is maximum firing distance for a missile weapon, (range)x5 is the total number of feet a projectile can travel.
Precision: Precision + 1d6(DRN) x 5 = is the number of feet that you can accurately hit something in.
+++++
Normally a damage roll adds the strength stat to the damage stat of the weapon, for bows however 1/3 of your strength and dexterity is added to the damage.
+++++
Turn order is determined by the DEX stat, players always go first.
+++++
When defending an attack (successfully or not) your defense skill is reduced by 1, it returns to normal on your turn.
+++++
Making an attack or defense roll will incur a fatigue cost, this cost is the encumbrance number of your armor.
+++++
At the start of your turn some of your fatigue is reduced. 1/5th of your maximum HP is what your fatigue is reduced by.
+++++
Using a weapon and using magic both reduce your fatigue before any other step meaning if your stamina goes over 100 your attack or spell will fail.
+++++
Dual wielding results in a penalty of -1 attack on primary and -2 attack on offhand.
Attacking with your primary only uses half of your Main Action but still disallows minor actions.
Each player's turn consists of:
1 Main Action
3 Minor Actions
Main actions:
Swinging a weapon
Using a spell
Loosing an arrow or bolt
Re-loading a bolt
Minor actions include but are not limited to:
Moving 1 tile
Re-loading a bow
Drinking a potion
Opening a door
Putting your weapon away
Pulling your other weapon out
Flipping off an opponent