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Post by ragnorakk on Apr 16, 2009 13:55:31 GMT -6
So I started talking to sorri about helping with the translation and got the document. The work that Dave has already put into it has produced something that will be pretty easy to make into a finished product. French -> computer translator -> human readable. Tedious, maybe but very worthwhile - having a chance to read the rules I am really impressed by them - so I started this thread for input on how to translate some terms that are artefacts of the computer translation stage. Some of them seem very obvious to me, some a little less so. I'm not so concerned with syntax yet, I want to nail down the vocabulary and do sweeping search & replace first, but to make sure that changes are not too sweeping and change the 'flavor' of the writing... Ready? ;D 1. "DOJ" == GM In the beginning of the text, the title is established as Game Master (GM). (ex: All this happens rules, but should be discussed between the player and DOJ.) 2. "body to body" == melee or melee combat, hand-to-hand (ex: It is used in the fight body to body.) 3. "discretion" == stealth (ex: It is useful for any actions based on discretion, speed or flexibility...) (ex: They like the tranquility and discretion) <-- here the word seems to mean quiet I feel like 'stealth' is too primitive, I'm hoping snorri that you might explain what it means - the actions of a thief-like character? 4. "jet" and "jets" I'm sure means roll and rolls (ex: applies to all jets associated with perception) (ex: a bonus of +2 to jets associated with) 5. "backup" == save, saving roll (backup jet! (ex: a bonus of +2 to Backup score against these powers) 6. "fate" and "fates" == spell, spells There are more and I will continue this later, by editing into the list, and posting a reply to let you know the list has been updated. Cheers!
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Post by snorri on Apr 16, 2009 14:53:57 GMT -6
Ready? ;D 1. "DOJ" == GM In the beginning of the text, the title is established as Game Master (GM). (ex: All this happens rules, but should be discussed between the player and DOJ.) Yep. I didn't used 'Arbitre', because the reference wouldn't ave been clear for french-speaking players, but Referee could be good for translation too. 2. "body to body" == melee or melee combat, hand-to-hand (ex: It is used in the fight body to body.) Exact. Maybe body-to-body sounds something else in english 3. "discretion" == stealth (ex: It is useful for any actions based on discretion, speed or flexibility...) (ex: They like the tranquility and discretion) <-- here the word seems to mean quiet I feel like 'stealth' is too primitive, I'm hoping snorri that you might explain what it means - the actions of a thief-like character? Stealth in first phrase, but I'm not sure how to translate the second. Discreet or secretive could be fine. I thinkn the word has a broader spectrum than in english. 4. "jet" and "jets" I'm sure means roll and rolls (ex: applies to all jets associated with perception) (ex: a bonus of +2 to jets associated with) Exact. 5. "backup" == save, saving roll (backup jet! (ex: a bonus of +2 to Backup score against these powers) Exact. 6. "fate" and "fates" == spell, spells Curious the automatic translator suggest fate, but spell is right. oh, by the way, Eclair has made a lot of fun in comments of James critique. This translates Lightning bold.
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Post by ragnorakk on Apr 16, 2009 16:48:55 GMT -6
it may be easier just to continue with new posts... (yes, I like the sound of a sorcerer "launching fates"!)
7. points of life (pv) - do you want to keep this or change to hit points (hp)?
8. PJ (ex: An ordinary human being has 1D6 points. The same is true of PJ.)
9. "Cascades" - I am unsure how to phase this. Physical actions, exertion - it's intention is obvious in context, but I don't know what to call it in English
10. the word "outbreak" occurs a few times (ex: In this option, the caster chooses spells when outbreak which version it wants to use.) I don't understand what this means - decides? chooses? these make sense in context.
11. "DV" == hit dice (HD)?
I have scanned through the Monster and Spell lists and there is nothing there that is troublesome. I may not have a lot of time over the next few days to work on this, but it good to establish some simple corrections. It will make it easier to finish soon.
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Post by snorri on Apr 16, 2009 17:08:34 GMT -6
7. points of life (pv) - do you want to keep this or change to hit points (hp)? Hit points is better for english readers. "points of life" has been the french usue since the 1983 translation of Moldway red box, which introduced most french gamers to d&d - so most of its translations are still in use today (apart tinigens for halflings, hich means nothing but is funnny). 8. PJ (ex: An ordinary human being has 1D6 points. The same is true of PJ.) PC (litteraly, its Character-Player... another effect of 1983 translation, still in use)9. "Cascades" - I am unsure how to phase this. Physical actions, exertion - it's intention is obvious in context, but I don't know what to call it in English I think it's stunts - like in movies. 10. the word "outbreak" occurs a few times (ex: In this option, the caster chooses spells when outbreak which version it wants to use.) I don't understand what this means - decides? chooses? these make sense in context. Something like start, launch, activate. The idea there is the spell-caster can choose a spell version at the moment he cast it. 11. "DV" == hit dice (HD)? Exactly (DV = Dice of life, still 1983!)I have scanned through the Monster and Spell lists and there is nothing there that is troublesome. I may not have a lot of time over the next few days to work on this, but it good to establish some simple corrections. It will make it easier to finish soon. I must verify, but I think I added some monsters (the barsoom creatures under Urdu names), made a few corrections - and I discovered the Were-Tiger vanished from the published version; If you find a lost were-tiger, please send it to me
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Post by snorri on Apr 17, 2009 10:22:24 GMT -6
I made a check of difference the beta version on which dave made the fisrt translation draft, and the published version, to see what could be conserved and what have changed. I list them in order to help seing what are major changes, but it will need a closer reading after. Note also that all measures must be converted, as use metric system - Introduction : text is longer - The characters / abilities : 2d6 rather 3d6. Dex description has changed (same for modifiers) - The characters / options have been rewritten - The characters / races : automatic translator didn't translated halfelin into halflings - The characters / races : mention of movement rate in races description ar eno longer in this part of the text - The characters / races : Orcs have been developed. Other optionnal races have been included into descriptin has variants. - The characters / fighter (and not warrior): Orcas ars Orcs, and Goules, Ghouls. - The characters / fighter: The tables stops at level 12 now, and the ttack bonus is a little different for fighter. They got ht dice untiler level 12. - The characters / priest: turn undead (and not living dead, though this translation is not so bad): systme has been simplified to remove a table. - The characters / sorcerer: some changes in the class powers decsritpion (magic attack and defence) - The characters / Languages spoken: some changes. - The characters / Characters without armour : this option has been removed, has AC=DEx or armor. - The characters / equipment : the text is more precise now - The characters / alignement : aligment description are longer and more precise. Please tell me when you wnat the chapter 2
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Post by The Fiendish Dr. Samsara on Apr 18, 2009 2:24:54 GMT -6
Yep. I didn't used 'Arbitre', because the reference wouldn't ave been clear for french-speaking players, but Referee could be good for translation too. I prefer "Referee" if that matters. Note also that all measures must be converted, as use metric system. Are you assuming that Americans don't understand metric? Because...well..we don't. At all.
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Post by Zulgyan on Apr 20, 2009 14:41:07 GMT -6
Interested in seeing the final result!
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Post by ragnorakk on Apr 22, 2009 18:18:09 GMT -6
Snorri, to let you know, I have started doing the simple replacement work after some busy days in real-world, and during this process, trying a careful read of the descriptions of spells and of monsters. I do, of course, have some more questions - I find the word "Force" - this is strength? - the word "laps" - this is rounds? - the word "revolutions" - this is turns? - from the spell Destroy Evil: "This spell is available in different variants, to detect the property, the law, chaos, neutrality or nature." the words "property" and "nature", I am unsure specifically what is meant. - from the spell Web: "They can move to the speed of a meter per round on the inside, whenever they pass a save roll (modified by UNFICYP)" - what's that? ;D I will keep the question list brief. I just wanted to check-in. There will be more coming!
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Post by snorri on Apr 22, 2009 19:04:24 GMT -6
- I find the word "Force" - this is strength? >> Yes - the word "laps" - this is rounds? >> No, it's rather turns - the word "revolutions" - this is turns? >> It seems to be turns too. I'm glad t have wrote sucha revolutionnary game - from the spell Destroy Evil: "This spell is available in different variants, to detect the property, the law, chaos, neutrality or nature." the words "property" and "nature", I am unsure specifically what is meant. >>> The description in the published version is less pecise and sticks more to od&d. So have a look on the published version rather the beta. - from the spell Web: "They can move to the speed of a meter per round on the inside, whenever they pass a save roll (modified by UNFICYP)" - what's that? ;D United Nations Peace Keeping Force in Cyprus! www.unficyp.org/nqcontent.cfm?a_id=1but the french version is easier: you don't need to call to United Nations to escape a web spell, just add your strenght modifier to the save Next list please
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Post by ragnorakk on Apr 27, 2009 12:38:15 GMT -6
Here's a 1st attempt re-write of the Create a character section as an example of how I'd go about it. Would like commentary. I'll show the original and the re-write.
ORIGINAL: THE CHARACTERS
Create a character This is the first stage of the game, which is for each player to imagine the character that will embody the course of his adventures and to assign a number of characteristics. Create your character is both define what it is, its history, its appearance, its name, temperament, aspirations and abilities, according to the tastes and desires of the player, according to the campaign proposed by the Game Master (GM). Steps techniques of creating the character are:
1 - Roll random abilities 2 - Note the modifiers that result 3 - Choose a race 4 - Choose a class 5 - roll random hit points 6 - Choose equipment 7 - Determine armor class and movement
Once these steps completed, you can write the leaf character scores derivatives (modifiers related characteristics, armor class, movement opportunities save). Then, finalize it by giving it a name, appearance, background, temperament, aspirations. All this happens rules, but should be discussed between the player and GM.
REWRITE: Create a character This is the first stage of the game for the player - to create the character that they will play in the adventures. First, dice are rolled to generate the statistic scores and any modifiers for low and high scores are noted. Then the player chooses the race and class of the character. These decisions determine how the player should roll the character's Hit Points - the amount of damage a character can take before it is considered unconscious, disabled or killed.
At this point in character creation, the player is free to define who the character is: history, name, temperment, appearance, aspirations and abilities - though all of these things should be approved by the Game Master (GM), according to the campaign that they run.
Most characters will begin with some gold pieces and will buy equipment, armor and weapons, to start their adventures.
Steps in Character Creation 1 - Roll random abilities 2 - Note the modifiers that result 3 - Choose a race 4 - Choose a class 5 - Roll random hit points 6 - Choose equipment 7 - Determine armor class and movement
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Post by ragnorakk on Apr 27, 2009 13:14:56 GMT -6
More definitions please : 1. The word "shares" ex: The abilities help define your character and affect most of its shares. 2. I love the idea called 'Draw Upload' in character creation, but I am a little confused. Here is my understanding of it - please correct me if I am wrong. 6 scores of 3d6 are rolled and written down and then each player arranges the same set of scores as they want to for their character. If my understanding of this is correct, I think it's a very good idea 3. The word "features" looks like it is used for statistic or attribute score. Is there one term you want to use over the others? 4. Halflings are listed as 4 centimeters in height! How tall do you want them? 1 meter? 0.8 meter? 5. From Halflings - "Their range shooting is increased by a quarter when they employ a frond." A frond? 6. From Dwarf, some words untranslated: charpentée (thick dwarven bones) et apparentées (having to do with attacks from Giants) 7. From Fighter: (although heavy armor may hinder his calm and mobility). I wonder what 'calm' is supposed to be. Does this go back to 'discretion'? is this referring to stealth or perception? 8. From Sorcerer: is listed 'conspiracy' as a kind of class title or description. A seer? could you explain?
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Post by snorri on Apr 27, 2009 15:02:56 GMT -6
More definitions please : 1. The word "shares" ex: The abilities help define your character and affect most of its shares. Funny: it's "actions", but the translator took the economical sense. so its "The abilities help define your character and affect most of its actions".2. I love the idea called 'Draw Upload' in character creation, but I am a little confused. Here is my understanding of it - please correct me if I am wrong. 6 scores of 3d6 are rolled and written down and then each player arranges the same set of scores as they want to for their character. If my understanding of this is correct, I think it's a very good idea I would translate by "party ability roll" (and remeber in the last versions, abilities are 2d6, no more 3d6. Your understanding is good [it's a porduct of my experience, as some players feel disapointed when they got lower scores than others]3. The word "features" looks like it is used for statistic or attribute score. Is there one term you want to use over the others? The french is Caractéristiques, for reasons which links to the history of french rpg. In english, "Abilities" seems to be the most used. 4. Halflings are listed as 4 centimeters in height! How tall do you want them? 1 meter? 0.8 meter? 4cm seems very fun to play! But It 0.8m for halflings, 1.1m for dwarves, 1.3 for elves . 5. From Halflings - "Their range shooting is increased by a quarter when they employ a frond." A frond? A sling!6. From Dwarf, a word untranslated: charpentée could you explain? "build, well-build"Here you are. next one after my vacations
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Post by ragnorakk on Apr 27, 2009 15:24:29 GMT -6
oh, so 2d6 for ability scores? OK - good. you responded while I edited the post above! so there's a few other questions you did not see. how long is your vacation? You have all summer?
abilities at 2d6 makes the modification table look like 2 3-4 5-9 10-11 12
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Post by snorri on Apr 27, 2009 15:47:56 GMT -6
More definitions please : 7. From Fighter: (although heavy armor may hinder his calm and mobility). I wonder what 'calm' is supposed to be. Does this go back to 'discretion'? is this referring to stealth or perception? Yes, this is stealth. The idea, with 2d6, is you must roll 2d6 over your own AC (which is ascending on 12, like in chainmail mn-to-man), or 7 if you do'nt have armor, to be stealthy. 8. From Sorcerer: is listed 'conspiracy' as a kind of class title or description. A seer? A conjurer, I think. For each classes, i just give a list of ideas on how to use the class
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Post by snorri on Apr 27, 2009 15:53:50 GMT -6
Here's a 1st attempt re-write of the Create a character section as an example of how I'd go about it. Would like commentary. I'll show the original and the re-write. Good for that part. For the tables,have a look on the published versions - tables are easy to understand even without translation
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Post by Finarvyn on Apr 27, 2009 18:18:17 GMT -6
tables are easy to understand even without translation Yes, they are! ;D I downloaded a copy of E&S but have zero aptitude for non-English languages so I can't read French. However, I did spend quite a while puzzling through the numeric charts and making guesses as to what they represent. Quite fun, actually. It will be interesting to see how close my guesses came when I finally get to read the rules in English!
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Post by ragnorakk on May 2, 2009 19:58:52 GMT -6
From Elves: They are then regarded as invisible so there's no benchmarks when they are attacked or movements sudden. I am not sure what this means. Is it to say that they can attack and move suddenly and stay invisible? or is it the opposite - that sudden moves and attacks cause them to become visible? I suspect the latter, as it is more conventional.Starting at Level 4, the mere contact to the treaty interrupt this paralysis.This means that an elf can touch a figure that has been paralyzed, and end the paralysis? Just want to make sure my understanding of this is correct.From Counter-spell: (which I love! ) If the caster is a lot lower or equal to his own spell is canceled or interrupted. If it is level higher level is reduced by the sorcerer to assess the duration, scope and power.I am afraid of getting this wrong. Let me use an example situation, tell me how it resolves... Norb (Wiz 4) casts Hold Portal (level 1 spell) at a door and Bron (Wiz 2) decides to counterspell. Bron must roll a 7 or greater on 2d6 (if Bron has an Intelligence modifier does he add this to the roll?). Let's say he rolls a 10, so the counterspell succeeds. Does the spell fail entirely (because Bron's level is greater than the level of the spell)? Or is it reduced in effectiveness/duration (because Bron's level is lower than Norb's)?
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Post by croquefer on May 4, 2009 2:02:32 GMT -6
hey there, Ragnorakk. I have tried to translate the three paragraphs that you quote. (they are truely quite obscure with the babelfish version). in ELVESstealthIn their native environment, elves know how to conceal themselves and walk silently when they wear their elven cloaks. They are then considered invisible and can only be spoted when they attack or make sudden movements.ResistanceElves naturally resist the paralysis effect caused by some of the undead. Starting at level 4, the mere contact (or touch) of an elf upon a creature paralysed is enough to set it free.in WIZARD
Counter-spella wizard can try to cancel or lessen the effect of a spell or an invocation, either at the moment when it is cast, or when the spell comes into action. To succeed, he has to obtain a score of 6 + spell level by rolling 2d6 + his intelligence modifier.
If he fails, he will not be able to try to cancel the same spell again, at least as long as he has not devoted some time to go back to his laboratory (or such) and study the problem.
If he succeeds and the caster of the spell (which is to be countered) is of a lower level than the wizard's, the spell is cancelled or interrupted. If the caster is of a higher level, then his level is lowered by the wizard's own level to evaluate the duration, range and power of the spell. There you go. Hope I managed to translate this right and that it will help.
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Post by ragnorakk on May 6, 2009 10:12:12 GMT -6
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Post by snorri on May 6, 2009 10:22:21 GMT -6
I'm back from holidays and I'll send you the file very soon. Please have a look on the most unclear passages, so I could help tranbslate them.
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sham
Level 6 Magician
Posts: 385
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Post by sham on May 9, 2009 18:12:29 GMT -6
I eagerly anticipate an English translation of Snorri's E&S to go alongside my French version. Keep up the great work, Ragnorakk. I've always enjoyed Snorri's interpretations of OD&D, so I'll be sure to follow this thread and wish you luck with the project.
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Post by ragnorakk on May 9, 2009 19:07:08 GMT -6
Yep - it's a really good game! Looking forward to playing it once I can read it! The computer english isn't so bad really...maybe I should compile a list of my favorite babelfish-isms on the side... Have sufficiently recovered from computer crash (ugh) to re-start.
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Post by snorri on May 10, 2009 4:26:05 GMT -6
I was wondering if it couln't be possible first to launch a quickstart rule in englih, rather than the full translation. It would need the character building and fight rules, even abridged a bit, a spell list (with range and duration) and explanation of the basics of spell system, and the monsters list (with stats).
For spells description, with a minimal changes, S&W or LL could fill the blank easily, with some minor changes, and mosts monsters are well-known, apart perhaps the barsoom-like ones.
If this is a success, it will be time to translate the full spells and monsters.
Currently, I'm working on several supplements / small worlds, but I'd like to launch a paper-like supplement in a few pages (a la Stratéegic reviex) with new spells, classes, monsters and so on. French-writers (even if uncorfortable, I can help and edit ) are welcome to send that kind of material.
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Post by ragnorakk on May 10, 2009 16:22:07 GMT -6
Certainly so! I do not quote well on the boards... " It would need the character building and fight rules, even abridged a bit, a spell list (with range and duration) and explanation of the basics of spell system, and the monsters list (with stats). " Character levels 1-8. It makes a Warrior's instinct and presence a kind of a pinnacle in this presentation... Spell levels up to what spell-users can cast at level 8 (Spell levels 1-4 for Wizards and Priests). It would certainly be easier, but outside of that consideration I think that it is a very good idea! I think that it would be good to be able to circulate an abbreviated form of the rules. I'll concentrate on this for now - let me know if you have specific ideas (like the level limit particularly - the above is only a suggestion (a logical one though, and interesting for the fighting man!) Definitely the fight rules have to stay in as they are!
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Post by snorri on May 10, 2009 17:54:12 GMT -6
You're right on the 1to8 level. It makes it largely playable - people have 8 level to test before needing the full translation. And 8 is 'superhero' level.
I'm rather happy with the fighting system too. Can you send me your corrected document for this part, I will check what could be made clearer in the automatic translation.
And prepare the monsters table.
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Post by ragnorakk on May 14, 2009 16:23:42 GMT -6
ok. got some work done on the combat section today.
this passage (at the end of Combat/Attack) has me stuck: If any of the combatants has exhausted its number of attacks in the round, it does not cause any damage, but can still deal by launching its attack jet, ie if his score is higher than the opponent, he parries the blow but causes no damage. The risk of breaking his weapon is the same.
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Post by ragnorakk on May 14, 2009 16:49:23 GMT -6
This note at the bottom of the ranged weapon table: * It is the functional and not the maximum. Each time this staff is doubled, a penalty of -1 is removed from the attack roll and damage.
from Concealment ...or in the case of a fire bell, the attacker does if the result of its jet attack is even.
from Combat on Horseback In the case load in a straight line, the horse his movement may extend above the opponents killed. this is to say that a horse may move through the location or target of the rider's attack?
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Post by snorri on May 14, 2009 17:06:35 GMT -6
ok. got some work done on the combat section today. this passage (at the end of Combat/Attack) has me stuck: If any of the combatants has exhausted its number of attacks in the round, it does not cause any damage, but can still deal by launching its attack jet, ie if his score is higher than the opponent, he parries the blow but causes no damage. The risk of breaking his weapon is the same.Not very clear in translation To make it clear, remember that: - fighters can attack up to one level of opponent per round (ie. a 5 level fighter could attack 5 1HD orcs). - attack rolls are simultaneous, and only the best hit. - when two opponents rolls exactly the same score, they roll a damage dice and the lesser one breaks his weapon. - so, if a character is attacked by more foes in the same round than he can attack himself (as for exemple, a 2d level fighter fighting 4 orcs), he can still roll for two attacks. If he gets a better score than foes, he don't do damages (as he got no attacks left), but still paries the blows. - weapon breaks apply in such situations. eeeh, is that clearer? [in facts, weapons breaks a lot with such a system. anyway, doing 1d6 with unarmed damages makes the game looks like kung-fu movies).
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Post by ragnorakk on May 14, 2009 17:14:47 GMT -6
yes - that any attack made on them allows their simultaneous roll, which does no damage, but could still break weapons and such. OK, I'll post a first draft of the combat section shortly (not including Morale yet) (word count right now 1368) - would it be better to email this?
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Post by ragnorakk on May 14, 2009 20:47:19 GMT -6
COMBAT The following rules are used to manage combat situations. They are not meant to achieve a strict level of simulation, rather to support the imagination of the DM and players.
SEQUENCE OF COMBAT The battle takes place simultaneously between two or two opposing camps, but the action is defined by a few rules.
Surprise Round A surprised character or creature cannot move or attack on the first round of the combat. If the surprised character or creature does not have a weapon in hand, they cannot draw one, but may defend themselves from attack.
Duration of a round The duration of a round is relative, since it is a series of swings and movements of weapons of varying length. In theory, this would be a dozen seconds. It is therefore six rounds per minute and 60 rounds per lap.
The sequence of a round is as follows: 1 - Movement 2 - Spells 3 - Ranged Attacks 4 – Melee Attacks 5 - Morale
1 - Movement The fighters can move their full speed of combat, or twice that if they do not engage in melee. Warriors that can make multiple attacks in a round cannot put any of their attacks in the movement phase.
Elves can fire the bow during the movement phase while moving, giving them a competitive edge over warriors. The combatants who choose not to attack cannot move into melee or fire a bow.
2 - Spells Spells and counterspells are cast. They take effect immediately. If two spell casters target each-other, the two effects apply simultaneously. A spell caster injured during the Phase 1 may still cast a spell.
3 – Ranged Attacks Thrown weapon and missile attacks are rolled. Combatants who have already immobile fired during the movement can do so again. Ranged attacks are not possible in melee, and fighters must wait for the beginning of the next round to draw a melee weapon.
4 – Melee Attacks Melee attacks are made. Characters and monsters continue attacks until all attacks available to all combatants for the round have been resolved. Is there initiative?
5 - Morale If necessary, morale rolls are made. If any combatants remain engaged in combat, a new round begins at phase 1.
ATTACK Whenever an attack is made both combatants roll 2d6 simultaneously. The higher roll determines which combatant wins the round.
If the higher score is greater than the opponent's armor class (AC), the attack is successful. Damage is rolled if the character has any available attacks remaining in the round.
If it is equal to the opponent's AC, no damage is done, but the opponent is hindered or thrown to the ground. The next round, the attacker will have +1, and the defender -1 on their attack rolls.
If both fail to exceed the armor class of the other, then neither has been able to find a flaw in the defense of the other. Attack rolls of 12 are always a success, and 2 always a failure.
If both fighters roll the same score on the attack, they roll damage. Whoever gets the highest score breaks the weapon or shield of the other (the choice of loser). If the two damge rolls are equal, both weapons break. Magic weapons cannot be broken this way.
If a character is defending and has already made all attacks available to it in the round, it will not deliver damage if his score is higher than the opponent – the blow is parried. The risk of breaking weapons and gaining advantage is the same.
DAMAGE If the attack is successful, the attacker rolls damage: 1D6, adding the Strength modifier, +1 if it is a two-handed weapon. This damage is applied to the defender's hit points. A character or creature brought to 0 hp is dying.
Options
Mobility A combatant can add their movement score to the attack roll, instead of their attack bonus. This option is important in two cases: if characters without armor are frequent in the campaign played, or whether the rules of movement are little used, especially in the absence of miniatures or other figures representing the positions of combatants. This then makes its importance to mobility apply directly to combat.
Broken Shield When a PC (or major NPC) receives a death blow, the character can choose to take no damage but break his shield (or weapon, if it does not bear a shield). Magic shields cannot be broken this way.
Only injured! A PC at 0 hp is unconscious. If the character's injuries are not treated after the fight, they must make a saving roll to regain consciousness or die.
Cannons and muskets If black powder is available in your game universe, the guns are 2D6 damage and muskets, 1D6.
RULES All the rules that follow are designed to handle certain situations that come up frequently in combat.
Halfted Weapons Hafted weapons (spears, halberds, pikes, épieux) can be used by second rank combatants to cover first. The range to make attacks with a hafted weapon is longer than other hand weapons.
Unarmed combat If a character attack with bare hands (or with his feet, elbows, knees, head...), the damage caused is not fatal. A character brought to 0 hp or less, is knocked unconscious.
An unarmed attacker may choose to hold, throw or immobilize his opponent, but must announce before the attack roll is made. These unarmed attacks do not damage, but if the attack roll succeeds, the maneuver is accomplished. These maneuvers cannot be attempted against opponents of greater size or higher level than the attacker.
Ranged Weapons The table of weapons indicate the range of missile and thrown weapons. Attacks made at twice the range apply a penalty of -1 to the attack roll. At triple the range, the penalty is -2.
Weapon Range* Short Bow 15 Long Bow 21 Light Crossbow 18 Heavy Crossbow 24 Throwing Axe 3 Sling 12 Javelin 6 Spear 3 Throwing Knife 3 * It is the functional and not the maximum. Each time the range is doubled, a penalty of -1 is removed from the attack roll and damage.
Concealment If a defender is concealed or partly protected by a wall, a tree or any obstacle, or in the case of a fire bell, the attacker does if the result of its jet attack is even. The attack roll will succeed if the score is high enough, and if the score is an even number.
Withdraw/Disengage from Melee A fighter that beats a retreat can defend itself, but not attack. It may then move to twice its normal speed even if it is within range of a opponent's melee attack.
Melee against several opponents Several combat is not always simple. A maximum of 6 persons sized human can surround another, but they seldom attack all at the same time. In general, 1D6 of them will try to do in each round. The GM will adapt this rule to the situation (size of combatants, topography) and PC may try to limit the number of attacks using ably the ground.
Combat on horseback Character can only make melee attacks from horseback. Casting a spell or using a missile weapon is possible only if the horse is stopped. In the case load in a straight line, the horse his movement may extend above the opponents killed. In addition, a mounted fighter adds +1 on its jets attack against a walking humanoid and vice versa.
Fighting in the dark The creatures who do not see in the dark have a penalty of -1 on their attack, damage, saving and morale rolls when fighting in darkness.
Favorable or unfavorable During a struggle, it may happen that a person is favorable situation: backed into an inferior position, compromised by his environment, etc. Facing an opponent in such conditions allows a +1 to attack rolls against them. Conversely, if the opponent is in is camouflaged or partially protected, the attacker receives a penalty of -1. These modifications are not cumulative. If an action is inevitable (kill an unconscious or sleeping opponent) or impossible to miss, it is unnecessary to roll the dice.
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