variation to Core Book's fast combat
Here is what my players like (they have a fetish for rolling for weapon damage):
First we have to establish the "health" of an enemy. This is figured as follows: base health times hale levels plus TN Equivalent(FB&WM). Example: Uruk Hai 12(base health) times 1(hale levels) plus 2(TNE--this is a TNE of 10 for a group of four which is a TNE of 2.5 per Uruk). This is a total "Health" of 14(12 * 1 + 2).
Next is the Attack Roll vs Defense. The difference on a successful attack is the Hit Bonus. The HB is scaled into a Damage Bonus as follows: 1-5 = +3, 6-10 = +5, 11-15 = +8, 16+ = +10. (Effectively eliminating an armor class)
Now, for the Damage Roll. Roll as normal then add the Damage Bonus and subtract the target's armor. This is the number of Hits. The hits are also scaled as follows: 1-5 = 1 Health, 6-10 = 5 Health, 11-15 = 10 Health, and 16+ = 15 Health.
Combat Example: Urr has an AC of +10(+2 Nim, +6 Skill, +2 Longsword) vs an Uruk with a Defense of 12. Urr rolls a 7 +10 =17 attack roll. His Hit Bonus is 5(17-12) for a Damage Bonus of +3.
Damage Roll: Urr rolls a 7, +5 for Longsword, +2 for Strength, +3 Damage Bonus = 17. Subtract the Uruk's armor (6) for a total of 11 Hits. This means the Uruk has lost 10 health points, leaving him with 4 left. On average, it will take 2 to 3 attacks to kill an Uruk Hai, which is what his TN Equivalent (2.5) might "suggest".
This also makes larger and more powerful enemies tougher to defeat. For example, a cave troll has a health of 73 (21 base health, times 3 hale levels, plus a TNE of 10). An oliphaunt has 120!
Any comments, suggestions, and critiques are, of course, welcome.
Last edited by dustin; 02-09-2004 at 11:38 PM.
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