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Battle / combat notes
The combat mechanics is based loosely on the old Dungeoneer book from Steve Jackson & Ian Livingstone.

Initially the player has 2 stats:

Health (13-24) (2D6 + 12)

Base Skill (7-12) (1D6 + 6)

These stats are generated at the creation of the new player, once the player accepts the stats, then they will be requested to spend some points in special skills (to be worked out later). Before the player starts in the world propper, they will be supplied with basic equipment:

1 weapon (based on their highest weapon skill) Basic armour Small backpack (x items or x weight...) Some food Some cash?

Special Skills
To be sorted out later...

Fighting
A roll of double 1 is an auto hit on the opponent, if the chance to hit was high then a crit hit is scored

A roll of double 6 is a fumble, again if it's a really hard chance of succeeding then it's an epic fumble.

One combat round.


 * 1) Roll 2 dice and add the result to the opponent's fighting skill or base skill. If double 1 or double 6 is rolled check the mighty blows and fumbles section
 * 2) Roll 2 dice and add the result to the players's fighting skill or base skill. If double 1 or double 6 is rolled check the mighty blows and fumbles section
 * 3) Compare the scores, if the player's score is higher jump to point 4. If the opponent's score is higher then jump to point 5. If the scores are equal then the blows have been blocked or avoided, jump back to point 7
 * 4) Roll 1 dice on the damage table for the weapon the player is using, adjust the roll for armour, and any environmental effects (another table to be worked out). Remove the value from the opponents HP. Jump to point 6
 * 5) Roll 1 dice on the damage table for the weapon the opponent is using, adjust the roll for armour, and any environmental effects (another table to be worked out). Remove the value from the players HP.
 * 6) Everyone makes the appropriate change to their HP.

If the opponent or player hits 0 HP then they are classed as dead, and the combat is resolved (player gets exp, and loot).

Damage Table
Some example weapons and damage values for them (these can, and SHOULD be changed for balancing reasons).