Rules

Enchanted Realms Rulebook

 Contents
 Introduction
 Character Creation
     Stats
     Skills
 Races
     Arachnicians
     Dwarves
     Elves
     Gryf
     Humans
     Merfolk
     Orcs
     Saurians
 Understanding Skills
     Skills Training
     Stat Training
     Advancement
 Skills Applied: Combat
     Defense
     Bulk
 Mechanics of Combat
     Initiative
     Terrain
     Encumbrance
 Unskilled Fighting
 Fighting At Distance
 Economy
     Equipment
     Supplies
 Combat Skills
     Trained Fighting
     Standard Combat
     Avoidance Skills
     Style Combat
     Mastery
     Augmentations
 Skills
 Sorcery
     Augmentations
     Axioms
     White Sorcery
     Violet Sorcery
     Blue Sorcery
     Green Sorcery
     Yellow Sorcery
     Orange Sorcery
     Red Sorcery
     Black Sorcery
 Sensations
     Perception
     Normal Vision
     Darkvision
     Spirit Sight
     Hearing
     Olfactory
 Divine Abilities
     Doctrinal Skills
     Abilities
     Rituals
 Religion
     Bilnula
     Ellarien
     Gods of the New Moons
     Kaihnis
     Mehenganou
     Trumeix
     Urudon
     Xocathan
 Other Rules
     Asphyxiation
     Character Development
     Feat of Strength
     Karma
     Language
     Pain
     Poison and Disease
     Recovery
     Riding
     Slitting Throats
     Stat Difficulty Check
     Tracking
     Work Projects
Skills Applied: Combat

One of the most common skills used in the game will be those of combat. The specific skills are detailed later; however, the general concept to an attack is to use the skills which are applicable. For each that can be used, a percentile-dice roll is made to determine success or failure. If that score meets or overcomes the needed difficulty, in this case the opponent's defense score, then a hit is scored, and damage is delivered. Of course, each applicable skill adds a die-roll, meaning there can be varying degrees of success and failure. Finally, to ensure reasonable odds for the edge cases, values of “98-00” always hit, and values of “01-03” always miss. Additionally, the max number of skills which can be used for a single action is five; thus, the attacks are capped a 5d100 - functionally, at least; there are a few exceptions to exceed that maximum.

Damage reduces the opponent's current body score. The amount of damage inflicted depends on the type of weapon used. This will be reflected in the weapons list, but the general rule is d4+1 for small weapons, d6+1 for medium-sized weapons, and d8+1 for large ones.

Defense

When fighting, gaining skills boots the chances and opportunities to damage others, but there is nothing a player can do to stop NPCs, other players or even monsters from being really good at hitting things. So what can a player do? Improve one's defense!

However, to fully understand this, one needs to know how to calculate a defense score. Defense is comprised of a base value, around 30 points, any armor worn, any melee style skills being used, and the application of an avoidance skill. Beyond that, there are magical protections, blessings and special conditions which might alter the score. And let us not forget about non-additive body armors and skills that may factor in as well.

Different races and creatures may have a different base. Some, skeletons for example, will have a different base against different attack methods, who have a 60 defense score against slashing and piercing attacks, but bludgeon them with a blunt weapon and their defense score is only 40 points.

Armor is the sum of the numerical value of all physically worn and employed items. The more items worn, the better the protection. Of course, no body part can be double-covered. If wearing a leather shirt, a skull cap and leather pants could be donned to increase one's defense, but a leather shirt and a chain shirt won't work together. Further, as more items are worn, one's bulk also increases.

If skilled enough, a character in active melee gains the score of the fighting style being practiced: bludgeons, cleaving, martial arts, pole-arms or swords. This is a representation of fighting prowess translating to an inadvertent difficulty for others to effectively strike the combatant. It is a mixture of luck, instinct and great timing - and completely subliminal. They point, however, is that certain skills will factor into a character's defense score.

Other skills, known as avoidance skills, are the expertise of actively avoiding being hit. This encompasses hiding, dodging, deflecting and using gear to diminish the power of an attack. Depending on the skill employed, avoidance skills may not always be applicable for every circumstance.

To see this in action, let's determine Tannis' defense score. Let's assume Tannis wears chainmail, which would have an armor score of 30. Since he picked up shield guard, he should be carrying a shield (a parma), making his total armor score 39. Further, that shield guard skill is in the avoidance category, thus, 10 more points can be gained there. However, he only has melee as a fighting skill. He would need something like bludgeons or swords to gain anything for style; so, no bonus there. This makes Tannis' defense score 79: 30 from base, 39 from armor and 10 from avoidance. Tannis were &ldquot;fighting himself,” he would roll percentile dice and add 15 (for his melee skill). Thus, raw scores on the dice of 64 or higher would hit.

BaseArmorAvoidanceStyleBonusTotal
30 39 10 0 0 79

This is the very simplified view. It can get very detailed as there are actually six different defense scores. Seven if one counts “touch” defense. However, this is not as difficult to manage because the Roll20 system and our custom character sheets will manage the math easily to keep the nuisance out of it.

Those six defenses are Bashing, Piercing, Slashing, Fire, Frost, and Lightning. There is a base for each; although most are close to the same. Armor varies for the different attacks. That chainmail for example. It is actually 30 against slashing but only 25 for bashing and piercing; further, it is only 3 against the fire, frost and lightning. The shield is 9 points for all three physical, 2 points for fire, frost and lightning. Thus, if a fire dart were thrown against Tannis, his defense against that would be 45. Again, don't worry about the math, the online game system will handle it, but do recognize that Tannis is weaker against fire attacks than swords.

To compare, let's fast forward after a year of successful adventuring where he has primarily honed his fighting skills. Now we find Tannis with a 32-melee skill, a 21-swords skill, a longsword forte at 10, and his shield guard has increased to 24. Still wearing the same chainmail and shield, his slashing defense is now 114. A quick note, which will be explained better in the combat skills: having obtained weapon forte, Tannis would be making three attack rolls in a combat round. If &ldquot;fighting himself,” Tannis would roll percentile dice three times and add 63 to each roll. Of those three attacks, any whose raw die value would be 51 or better would score a hit, and since he is using a longsword, damage would be a d6+1 per successful roll. Thus, he has roughly a 50% chance of inflicting between 6 and 21 points of damage (but those are not truly linear odds for you math nerds).

Lastly, there is the concept called “touch defense” which is all relevant components except worn armor. Body or natural armor still counts toward the touch defense number. Touch is the lowest (or easiest) value if there is a difference among the base defense of the three physical types. We're repeating ourselves, but remember, the character sheets will do all the math for you.

Bulk

One final component to defense is something called “bulk.” This refers to the encumbrance of what is worn. Bulk values are included with armor and range from 0 to around 60. When wearing armor, the character must add the bulk value from all pieces worn to determine the degree of encumbering bulk. There are five degrees of bulk: no-bulk, light, medium, heavy and super.

Bulk ValuesMovement *InitiativeSorcery
No Bulk00 to 10   
Light11 to 24-1+1 
Medium25 to 39-2+2-10 to skill rolls
Heavy40 to 59-4+4-25 to skill rolls
Super60+-6+6-40 to skill rolls
* Movement includes both Hexes and Miles per Day
 

The primary issue with bulk of course is the penalties incurred by heavier protections, especially involving movement and potentially sorcery. Testing for a successful axiom-casting suffers the penalties from bulky armor. However, one additional concern is when one is knocked down or prone. Under normal circumstances, there is a 4-second delay to recover to one's feet, but based on bulk there is an additional number of seconds more required equal to the initiative modifier. Thus, someone in leather suit would require 5 seconds to stand, but someone in plate mail would need 10 seconds.

Obviously, everyone will attempt to maximum his or her defense score to the highest amount while still squeezing under the top end of that bulk category. However, when getting close the top edge, certain conditions and effects may topple one over to the next category. Also, there is the other penalties that come with encumbrance, which can be read about in the next section.