Pendragon Campaign - Combat, Injury and Healing
Relevant Scores
Player Characters
- Attack skill
- Weapon Damage
- Block = (Shield skill / 2) + 5
- Dodge = (DX + HT) / 4 + 1, round down. +2 if no armor or shield.
- Hit Points = ST + extra HP
Opponents
- Attack skill = KAP Attack Skill
- Damage = (KAP Damage / 2) cut
- Rocks, Clubs, Blunt objects = +1d damage and damage type cr
- Arrows, Spears, Pointy thrusting weapons = -1d damage and damage type imp
- (Optional) Armor = KAP Armor / 2
- (Optional) Block = Attack Skill/2+5 (max 14), if opponent has shield
- (Optional) Dodge = (DEX+CON)/4+3, -2 if opponent has armor and shield
- (Optional) Hit Points = KAP HP / 2
- (Optional) HT = KAP CON, or 12 if unknown
Combat Procedure
- PC rolls Attack
- Crit: Opponent defeated, Opponent does not attack
- Success: Opponent defeated, continue with Opponent attack
- Failure: Opponent lives, continue with Opponent attack
- Fumble: Opponent unharmed, roll on Fumble table
- Opponent rolls Attack
- Crit: Roll on crit table, PC automatically takes damage (no Defense)
- Success: PC rolls Defense
- Failure, Fumble: PC takes no damage
- PC rolls Defense
- Crit: No damage. Can crit even if Defense < 3
- Success: No damage
- Failure, Fumble: Take damage
Combat Variations
PC vs PC
- Initiative = (DX + HT) / 4, round down, + 3d (+2 for Combat Reflexes)
- Winner attacks, opponent rolls defense, damage applied
- Loser attacks, opponent rolls defense, damage applied
- Repeat steps 2 and 3
PC vs Multiple Opponents
- Use standard Combat Procedure
- In step 1, PC attacks one Opponent
- In step 2, each Opponent gets an Attack. Crit attack negates PC defense vs that attack only.
- In step 3, PC can only Block one attack, other attacks must be Dodged
- After step 3, reduce Opponents by 1, if any left return to step 1
PC vs Big Monster
- Treat big monster as multiple opponents one main attack and zero or more secondary attacks
- Multiple PCs can attack big monster. Crit negates a secondary attack, never main attack.
- Big Monster main attack cannot be Blocked. Some main attacks can hit multiple PCs.
Day Long Battle (No Battle Rounds)
- PC rolls an appropriate attribute (ST, DX, IQ, HT), skill (Weapon, Shield, Battle, Horsemanship, etc.), Trait (Valorous, Reckless, Energetic, etc.) or Passion (Hate Saxon, Homage/Fealty if Liege/Lord present, Love Family if protecting home, etc).
- Crit = No Damage taken
- Success = 2d - armor
- Failure = 4d - armor
- Fumble = 6d - armor
- Afterwards can get one round of First Aid.
- In general it should be one roll for the day.
One Roll Combat
- Choose skill. For attack go to 2, for defense (Shield/Dodge/Parry) go to 3.
- Roll Attack skill, resolve then back to 1.
- Crit = Opponent defeated, 1d damage - DR taken
- Succ = Opponent defeated, 2d damage - DR taken
- Fail = Opponent defeated, 3d damage - DR taken
- Fumb = 4d damage - DR taken
- Roll Defense skill, resolve then back to 1.
- Crit = Opponent defeated, no damage taken
- Succ = Opponent defeated, 1d damage - DR taken
- Fail = 2d damage - DR taken
- Fumb = 3d damage - DR taken
- For big monsters, instead of Opponent defeated do damage to monster.
Critical Hit Table
3d Roll Effect
3 Triple damage
4 Armor protects x1/2, round down
5 Double damage
6 Maximum normal damage
7 If any damage penetrates then Major Wound
8 PC vs PC combat: double shock + random location temporarily crippled
9 No extra effect
10 No extra effect
11 No extra effect
12 PC vs PC combat: target drops weapon
13 If any damage penetrates then Major Wound
14 If any damage penetrates then Major Wound
15 Maximum normal damage
16 Double damage
17 Armor protects x1/2, round down
18 Triple damage
Fumbled Attack Table
3d Roll Effect
3 Weapon breaks (Magic weapon: roll again and can break)
4 Weapon breaks (Magic weapon: roll again and can break)
5 Hit yourself (imp/pi attack: roll again and can hit self)
6 Hit yourself for 1/2 damage (imp/pi attack: roll again and can hit self)
7 Defend at -2 to Block/Dodge
8 Weapon turns: -2 to next Attack or switch weapon
9 Drop weapon: -4 to next Attack or switch weapon
10 Drop weapon: -4 to next Attack or switch weapon
11 Drop weapon: -4 to next Attack or switch weapon
12 Weapon turns: -2 to next Attack or switch weapon
13 Defend at -2 to Block/Dodge
14 If sw damage weapon then throw weapon: -4 to next Attack or switch weapon
15 Strain shoulder: -4 to Attack (offhand use) + no shield for rest of battle
16 Defend at -2 to Block/Dodge
17 Weapon breaks (Magic weapon: roll again and can break)
18 Weapon breaks (Magic weapon: roll again and can break)
Injury
Hit Point Thresholds
Threshold Effect
1/3 or less HP 1/2 Move and 1/2 Dodge, round up
0 or less HP Roll HT-4 to remain Conscious
-HP (fully negative) Roll HT-5 to remain Conscious and roll HT or die
-2xHP Roll HT-6 to remain Conscious and roll HT or die
-3xHP Roll HT-7 to remain Conscious and roll HT or die
-4xHP Roll HT-8 to remain Conscious and roll HT or die
-5xHP Dead
-10xHP Dead and body hacked to pieces, burned to crips, crushed to paste, etc.
Major Wound
- Damage taken > HP/2 is a Major Wound
- HT+3 roll (HT-2 if you were critted) or be Stunned: Opponent gets free attack and PC is -4 to Defense
- If fail above roll by 5+ (or Fumble): Knocked Out
Healing
- First Aid: 30 minutes, heals 1d-3 (min 1) HP or 3 on crit
- Natural Recovery: HT roll to heal 1 HP each day, -4 if doing strenuous activity (i.e. adventuring)
- Medical Care: Chirurgery roll to heal 1 HP each week (2 HP on crit, -1 HP on fumble), up to 10 patients
- Healing Potion: 1d or more HP. There is always a Cost (e.g. possible Attribute loss).