Adventure Combat Rules

  • Basic damage rules
    • A hit to a limb disables it.
    • A hit to a torso kills an NPC and knocks a PC unconscious.
    • Two disabled limbs kills an NPC or knocks a PC unconscious.
    • Disabled limbs are restored after a combat encounter ends.
  • Stamina
    • A player’s stamina is determined by their class. This is what allows you to recover over the course of a quest.
  • Unconscious Players
    • An unconscious player crouches and places their weapon on their head to show they are knocked out. They are effectively out of game and cannot take any actions.
    • An unconscious player can spend a Stamina point to revive after the combat encounter is over.
    • If a player is unconscious and has zero Stamina, they are Shattered and cannot revive in this dungeon quest again.
    • If all players are knocked unconscious in an encounter, this is a Total Party Wipe. The dungeon quest ends.
  • Common Weapons
    • 1h : any one handed weapon, maximum length of 4 ft
    • 2h: any two handed weapon, maximum length of 7 ft
    • Bow: maximum strength 800 inch-lbs (inc xbows)
  • Special Weapons
    • Pike: 2 handed stabbing weapon longer than 7 ft.
    • Javelin: Throwing weapon with stabbing tip between 3ft and 6ft.
    • Heavy Thrown: Coreless throwing weapon minimum length 18"
    • Staff: a 2h weapon only for blocking.
  • Shields:
    • Buckler: Maximum size: 18" in largest length measured
    • Shields: Everything else
    • Only one shield per person.
  • Armour terminology: Light armour, Medium armour, Heavy armour
    • Light Armour: Mostly soft/hard leather or quilted cloth armour. Can ignore a hit falling on the armour 1/encounter.
    • Medium Armor: Mostly hard leather/chain. Can ignore a hit falling on the armour 2/encounter.
    • Heavy Armour: Metal plates, lamellar, etc. Can ignore a hit falling on the armour 3/encounter.
  • Critical strikes
    • Many abilities give the player a chance to perform a critical strike. This is one swing with a weapon or shot from a projectile. A critical strike to a limb kills. A critical strike to a piece of equipment such as a weapon, armour, or shield breaks it.
  • Keywords (note that a keyworded ability affects the target even if it hits the target’s weapon or shield)
    • Push X – take X steps back from the person doing the push
    • Pull X – take X steps towards the person doing the pull
    • Stuck X – plant feet for X seconds
    • Daze X – can move and defend but cannot attack for X seconds
    • Slow X – can only walk toe to toe for X seconds, can’t run or walk normally
    • Piercing – ignores armour and shields, a piercing hit to a shield hits the shield arm
    • Fade – You are immune to all effects and damage while faded, but also cannot make any offensive actions. Yell “Faded” when you enter this mode. If someone hits you with an ability or strike, yell “Faded”.
  • Using an Ability
    • Yell out the keyword and number if necessary.
    • Yell the target’s name.
  • Colour Coding
    • For spell balls etc please use a colour pertaining to the ability to further remove confusion
    • Red – Damage
    • Blue – Stuck
    • Yellow – Piercing
    • Brown – Daze
    • Green – Slow
    • Purple – Push/pull

Adventure Combat Rules

TCLARP alasdaircrawford alasdaircrawford