Rules

Enchanted Realms Rulebook

 
 Game Starter 
  
 

With More Skills

Strength: 4
Str Mod: +1
Skills: Melee Fighting
  Style: Slashing
Weapon: Gladius
Damage Type: Edged
Weapon Weight: 1
To-Hit Formula: (d20+4) twice
Damage: Per die +1 +1

The examples above are the simplest attacks. Before long, the character will gain new combat skills. For the one with the gladius, the next skill gained would likely be style: slashing. When picking this up, the character gets to roll two d20 with the primary hand instead of just one. How does this work? Pretty much the same.

The two d20 are rolled. Each die is modified with the +4 bonus. Each die separately is compared against the opponent’s AC. If both die scores miss, no damage occurs. However, for each adjusted d20 score that is equal or better to the target AC will count as 1 point of damage. Let’s assume both die strike the goblin’s AC. Thus, 2 points of edged damage starts the calculation. Next, the Strength modifier is added: +1. Finally, that gladius still has a weight of 1. Thus, 2+1+1=4; the goblin is struck with 4 points of edged damage.

While it does not matter in simple attacks, it is important to understand that those sub-attribute bonuses are not cumulative per strike but rather count only once against an individual target. So, the Strength bonus counts only once, not for each successful die. In a typical attack, where only one or two d20s are rolled against one target, it all seems like it simply adds together; however, that detail is important when skills reach a point where more than one target can be hit or more than one die pool is used against the same target.

A few final notes. For weight of a weapon, unless stated otherwise, range weapons are zero. As for melee, light weapon have a zero weight value; thus, no further damage is granted with them. A medium weight weapon has a value of +1. A heavy weapon adds +2 to the total damage. Again, weight-damage is listed by weapon later in the manual.

Something not yet discussed is that the size of the attacker is a modifier of the attack. This will rarely matter for the PC, but it is not unreasonable that he or she might be affected by a stature axiom. Large creatures gain +1 to hit on all the dice in all their die pools. Huge creatures gain +2 to hit. Giant gain +3, and colossal gain +4.

Further for size being a factor, range weapons are more effective against larger targets. There is no difference for creatures who are medium-sized or smaller. However, firing a bow against a large creature grants a +1 bonus on all the d20s of the to-hit roll. Against huge sized targets, ranges gains a +2 bonus for all d20s. The bonus is +3 when firing upon a giant-sized opponent. Lastly, anything colossal offers a +4 to hit on all d20s rolled.

Most attacks will be a single strike against one opponent. However, as stated above additional skills create the options to use two or more die pools, or even divide and existing die pool into smaller, separate die pools. In these cases different targets might be struck or perhaps the same target could be struck by multiple die pools. This type of attack is referred to as “multi-strike.” Skills that grant such opportunities are spinning moves and shield blitz. When performing a “multi-strike”, it is important to calculate each attack separately because weight-damage is counted per strike, but Strength or Agility modifiers only once per target. Also, each separate strike is subject to any potential resistance. More details about those complexities can be found in the section below.

THE MATH:

Melee:  each d20 + Strength Score + Othervs AC  if successful: (1 per die-hit) + Strength Modifier + Weapon
Range:  each d20 + Agility Score + TargetSize + Othervs AC  if successful: (1 per die-hit) + Agility Modifier