
The sequence of events in a round is this:

Defender Scale Example - Attacker Scale Target (Scale 0 Attacker) ------------------------------------------------------- -14 or lower Good mouse -13:-10 Fair pixie -9 : -6 Mediocre rabbit, cat -5 : -2 Poor hobbit -1 : +2 Terrible adult human +3 or higher Terrible -1 (-4) ogreShields add to Target. A small shield gives +1, a medium shield gives +2, and a large shield gives +3 (also gives -1 to attack skills). Bucklers do not affect Target. The GM should limit these bonuses if small characters use shields. It makes little difference if a hobbit uses a medium or large shield: she is completely hidden behind either.
The shield bonus applies against attacks from one side only. In melee, usually one one attacker is affected (two attackers for large shields).
Shield summary: Target Attackers Size Bonus affected Notes --------------------------------------------- Buckler +0 1 Small +1 1 Medium +2 1 Large +3 2 -1 to attack skills
An attacker can announce that he is aiming at a specific body location - this must be done before rolling to hit. The GM decides the minimum relative degree necessary for such a shot to succeed, usually ranging from 2 to 4, though extreme locations (such as an eyeball) are harder to hit. So if a player wishes his character to hit his opponent's weapon arm, the GM can respond, "You have to win by two to do so." Body locations also have a Target which must be rolled to be hit, perhaps Mediocre for an arm. If the player then does win by relative degree two or more with a Mediocre or better, the weapon arm is hit, and the wound is specific to that arm.
Body Minimum Part Relative Degree Target ---- --------------- ------ Leg 1 Poor Arm 2 Mediocre Head 3 Mediocre Eye 4 Great (an eye attack requires a crit)If the attacker wins the combat round, but not by the minimum relative and rolled degree needed to hit the called target, the defender names which part of the body - or shield! - is hit. This will most likely be general body (if there is no shield), but it could be the off-hand, which would carry a lesser combat penalty than a wound to the torso. The GM may have to fudge some here.
A damaged specific body part can be described as being Scratched (no real game effect), Hurt (a penalty to use, but the body part still functions), and Incapacitated. After battle is the time to decide if an Incapacitated body part can be healed, or is permanently Incapacitated.
A Hurt body part is generally at -1 to its normal use. A Hurt sword arm gives a -1 penalty to combat, for example, while a Hurt leg is -1 to any running, acrobatics, etc. A Hurt eye is -1 to vision, and so on.
To determine the exact level of the damage, the GM should consider how well the hit scored, as well as the Strength of the attacker and the weapon being used. Winning by the minimum relative degree necessary to hit the specific body part shouldn't make the victim Incapacitated unless the attacker is of a much larger Scale than the defender. On the other hand, an arm hit with a battle axe wielded by a large, berserk Viking has a good chance of being cut off even if the Viking just rolled exactly what he needed to hit the arm . . .
As a guideline, if the attacker surpasses the relative degree necessary to hit the body part at all, the part is Scratched or Hurt, depending on Strength and weapon deadliness. If he surpasses it significantly, the part is Hurt or Incapacitated.
Species other than humans may have a different list of body parts to hit, and/or different difficulty modifiers.
movement yards/ Miles/ type round Hour walk 8 3 jog 15 5 run 30 10 SR 1 50 17As a rule of thumb, a character can use 1 action to move 15 yards. Using more than 2 actions per round for movement is usually impossible. A quickly moving character's Target should be increased. If no actions are being used for movement, a character can move up to 8 yards.
These distances should be reduced for characters who are heavily armored,
encumbered, or shorter than human average (like dwarves and hobbits). Difficult
footing, reduced visibility, or obstructions like undergrowth should likewise
reduce movement rates. Attributes like Strength and Dexterity affect movement
rate. High skill in running could increase speeds under some circumstances.
If the target is unaware of the assault, the attacker makes an Unopposed action roll to see if he hits his target. The GM sets the Difficulty Level based on distance, lighting, cover, Target, etc. Do not modify the attacker's skill for range, partial cover, or other circumstances - that's included in the Difficulty Level. Equipment such as a magic weapon can modify the attacker's skill, though. Remember that the attacker gets a +2 to skill if she is concentrating on shooting and not doing anything else.
Possible Target Modifiers: Range Target Typical description Modifier Target more description --------------------------------------------------------- Melee +0 Terrible you could hit with an unranged weapon Point Blank +2 Mediocre in the same room Short +3 Fair use AD&D range tables Medium +4 Good use AD&D range tables Long +5 Great use AD&D range tables Extreme +7 Legendary+1 as far as such projectiles have ever gone
Fast projectiles are tough to avoid (or catch). If the defense is anything but a shield block, there is a penalty to the defense roll. Obviously in the case of magic bolts, the defender isn't trying to dodge a bolt, but dodging the presumed path of a bolt when an attacker points a finger at him.
Penalty Projectile Type ------- --------------- -1 hand propelled: rock, throwing knife -2 mechanically propelled: arrow, quarrel, sling bullet -3 too fast for naked eye: gunpowder bullet, magical boltReadying a missile weapon takes time. Usually preparing the ammunition for firing (i.e. drawing an arrow, notching it, and drawing the string) takes one action, while aiming and firing takes another action. So weapons like slings and bows are normally fired once per round. Thrown weapons do not take an action to ready if they are conveniently placed, i.e. in the off-hand, on a table, in a familiar belt scabbard. Crossbows take 2 or more actions to ready (including pulling the string back), depending on how strong they are. The GM may require a Good dexterity roll to ready a weapon if a sharpshooter is attempting more than two actions in a round.
Weapon Actions to Ready -------------------------- throwing dagger 0-1 Sling 1 Bow 1 Light Crossbow 2 Heavy Crossbow 3
Because larger creatures have more surface area, they are affected more by widespread attacks than smaller creatures, so Size scale is less effective. Divide Scale by 3 versus widespread attacks.
The big complication occurs when the creature is bigger than the attack's area of effect. Then damage reduction is (Victim Scale/3) + (Victim Volume - Attack Volume). Or just fudge it.
Example: Volume Scale 0 is 3.09 cubic feet. The AD&D fireball spell fills 33,510 cubic feet, and so has volume scale 23. A fireball hits an Imperial Elven Navy Armada, a huge ship of volume scale 28 and Mass 24. Its DDM against this attack is 8 (Mass 24 divided by 33) plus 5 (victim volume 28 minus attack volume 23) plus 1 (armor), or DDM of 14. Fireballs only do around 9-11 damage, so the Armada takes no serious damage, although it may have a fire on board which could spread and cause damage.
Automatic Death: sometimes you don't have
to roll the dice. Holding a knife to a helpless character's throat is a
good example - no roll needed to kill such a character, but the killer's
karma suffers.
Offensive modifiers:
Damage for some melee weapons: (1h) = using one hand, (2h) = using two hands Bonus Weapon ----- ------ -1 punch 0 gauntlet, thrown rock, kick +1 dagger, billy club, armored boot, sling bullet +2 shortsword, spear(1h), mace, hatchet, arrow +3 broadsword, spear(2h), war maul (2h), battleaxe, morningstar, quarterstaff +4 greatsword (2h), battleaxe (2h)Defensive Damage Modifiers:
To determine wound severity calculate the total damage modifier. This is derived by adding up all the attacker's offensive modifiers (ODM) and then subtracting all the defender's modifiers (DDM).
Leroy:
Good Strength (+1)
Scale 0
Broadsword (+3 weapon).
Good Damage Capacity (+1)
Scale mail armor (+2)
Fair Damage Capacity (+0)
Boiled leather armor (+2)
Since Theodora's damage modifier is larger, if she hits him, she'll do more damage to him than he would to her for an equally well-placed blow.
This system requires each character sheet to have a wound record track which looks like:
| 1,2 | 3,4 | 5,6 | 7,8 | 9+ | |
| Wounds: | Scratch | Hurt | Very Hurt | Incapacitated | Near Death |
The numbers above the wound levels represent the amount of damage needed in a single blow to inflict the wound listed under the number. For example, a blow of three or four points Hurts the character, while a blow of five or six points inflicts a Very Hurt wound.
Note that there is no number given for Dead. This is left up to the GM, and deliberately not included to prevent accidental PC death.
However, you can't simply use the damage modifier you determined above - relative degree is also important. Add the relative degree to the damage modifier.
Then add a damage roll. To make a damage roll, roll 4dF. Normally you just add the result to the previous total. But if the previous total was negative, then the final result cannot be greater than 1.
The result is a number that may or may not be a positive number. If it's 0 or less, no damage is scored.
If the number is positive, look up the result across the top of the wound levels, and figure the wound as described above. If Leroy hits Theodora with a relative degree of +2, he adds that to his damage potential of +2 to produce a damage number of four. Looking down, we see that a result of four is a Hurt result (Light Wound). Theodora is Hurt, and at -1 until she is healed.
For more detail, see Section 4.6, Combat and Wounding Example.
A space on the character sheet to record wounds is required. This could look like:
| 1,2 | 3,4 | 5,6 | 7,8 | 9+ | |
| Wounds: | Scratch | Hurt | Very Hurt | Incapac. | Near Death |
| O O O | O | O | O | O |
The numbers above the wound levels are discussed in Section 4.5.5, Determining Wound Level.
The boxes below the wound levels represent how many of each wound type a fighter can take.
When a wound is received, mark off the appropriate box.
| 1,2 | 3,4 | 5,6 | 7,8 | 9+ | |
| Wounds: | Scratch | Hurt | Very Hurt | Incapac. | Near Death |
| O O O | O | X | O | O |
This character is at -2 to all skills since he's Very Hurt.
If he then received a Hurt result, he would check it off like so:
| 1,2 | 3,4 | 5,6 | 7,8 | 9+ | |
| Wounds: | Scratch | Hurt | Very Hurt | Incapac. | Near Death |
| O O O | X | X | O | O |
This character is still at -2 to all skills. The Hurt result is not cumulative with the Very Hurt result; only the penalty for the highest recorded wound level counts.
| 1,2 | 3,4 | 5,6 | 7,8 | 9+ | |
| Wounds: | Scratch | Hurt | Very Hurt | Incapac. | Near Death |
| O O O | X | X | H | O |
Note that an "H" is recorded under the Incapacitated label. The character is indeed Incapacitated - he can't fight any more - but for healing (and scarring) purposes, he has only received two Hurt wounds and one Very Hurt wound - never an Incapacitating wound in one blow. Since Incapacitating blows are harder to heal from, this is important.
As another example, a character that takes two Very Hurt results without taking any other hits is Incapacitated, since that is the next highest wound level.
Armor and weapons affect the damage done normally, since they are scaled to the folks using them. Hits become Scratches, Hurt, etc., as usual - see Section 4.5.5, Determining Wound Level.
However, an extremely small character is not likely to be able to wound a large one in the numerical value wounding system. Some critical hits may allow injury, although multiple criticals may be necessary. Poison-tipped arrows and lances are also a possibility: the small character can aim for joints in the armor and merely has to break the skin to inject the poison.
Also, this system treats Mass Scale like armor, which isn't quite accurate. In reality, a small opponent may be slowly carving the larger fighter up, but each wound is too petty, relative to the large scale, to do much damage by itself. To reflect a lot of small wounds gradually inflicting a hit on a large-scale foe, allow a damage roll when Scale prevents a hit from doing any damage - that is, when Scale is the only difference between getting a Scratch and no damage at all. See Section 4.6.1, Damage Die Roll.
First example: Wilbur, a human knight with a sword, is attacking a dragon.
Wilbur's offensive damage modifier is a respectable +6:
If Wilbur hits the dragon with a relative degree of +3, he does 3-2 = one point of damage. Given his Strength, weapon, and the amount he won by, this would be a severe blow to a human, even one wearing armor. But this is no human opponent. Only one point get through the dragon's Scale and tough hide. The GM checks off a Scratch for the dragon, and the fight continues. Since there are three Scratch boxes, Wilbur will have to do this thrice more before he finally Hurts the dragon. If he does not get lucky with critical hits or damage rolls, he may need help, or have to go back for his magic sword.
Second example: Sheba, a human warrior, has just kicked McMurtree, a wee leprechaun.
Sheba's offensive damage modifier = +1:
If Sheba wins the first combat round with a relative degree of +2 she scores a total of 4+2 = six points. McMurtree's player looks up six on the wound table on his character sheet: Very Hurt - he's at -2 for the next combat round, and in grave danger if she hits again.
Third example: McMurtree's friend, Fionn, now swings his shillelagh (oak root club) at Sheba's knee.
Fionn's offensive damage modifier is -1:
If Fionn wins by +3, a solid blow, he adds -3+3 = 0. Unfortunately for Fionn, she takes no damage from an excellently placed hit. Since this blow was block by Scale, a damage roll would be allowed, however.
Fionn had better think of some other strategy, quickly. Fortunately
for Fionn, he knows some magic, and if he can dodge just one kick from
Sheba, she'll learn the hard way why it's best not to antagonize the
The simplest way of determined what a crit does is for the GM to consider the declared intent of the attacker was. Then the GM lets it happen. This is especially appropriate for PCs attacking unnamed mook NPCs. The GM can temper the result so that it is about as severe as the sample results listed below.
If the attack was not well described, then the GM can pick crits from the following table. If the attack was really boring ("I hit it."), then feel free to pick a non-lethal crit (anything but Weak Spot, Vitals, or Knockout) to liven things up. Or if he is really stuck, then he can pick crits randomly. Select one result from the list for every crit. Some results can be applied multiple times.
A player may spend an Ité point (Section 1.3.6) to convert a deadly wound to a merely Incapacitating one.
The two opponents are Medieval warriors, Snorri and Brynhild. The fight takes place in a barroom, which quickly empties of other occupants once weapons are drawn. No one noticed that the innkeeper's son had actually left much earlier than this, when the belligerent Snorri was merely exchanging insults with the proud Brynhild. Both fighters are human (Scale 0), so Scale is left out of the discussion.
Snorri:
Strength: Good (+1)
Weapon: Magic Sword (+3 base +1 Magic = +4)
Strength: Great (+2)
Weapon: Axe (+3)
Round 1 Snorri attacks Brynhild. Snorri rolls Sword Great-2=Fair. Brynhild rolls Shield Good-1=Fair. Defender wins ties, so no effect. Then Brynhild swings, rolling Axe Good-2=Poor Snorri rolls Sword Great+0=Great, easily parrying the attack.
Round 2 Snorri's swing is Great+1=Superb. Brynhild's block is Good+1=Great, so she is hit. Rolling 4dF, the damage roll comes up -2. The damage is +1(Relative degree) +3(damage modifier) -2(damage roll) = 2, a Scratch to Brynhild! Her attack is Good-1=Fair. Snorri's parry is Great-1=Good, so no effect.
Round 3 Snorri gets Great+0=Great, while Brynhild gets Good+0=Good. The damage is +1(Relative degree) +3(damage modifier) +2(damage roll)=+6. This is a serious wound, a Very Hurt. Brynhild is now at -2 to all actions, reducing her Good Skills effectively to Mediocre. This would be a good time for her to run away, surrender, use Ité, etc. But since this an example, she keeps fighting. Her attack is Good-2+2=Good, versus Snorri's Great+0=Great defense, so Snorri remains unscathed.
Round 4 Snorri's attack is Great+2=Legendary, while Brynhild's
block is Good-2+0=Mediocre. The damage is +5(relative degree) +3(damage
modifier) +1(damage roll)=+9, Near Death! On top of that, the relative
degree of +5 provides a critical hit. The GM could very well decide this
attack was instantly and messily lethal, although if Snorri's intent was
not to kill then that is not necessarily so.
Scratches will heal without treatment in a day or so. More serious wounds decrease in severity by one level every 14 days. Thus complete recovery from a Hurt takes 14 days, from a Very Hurt takes 28 days, from a Incapacitated takes 42 days, and from a Near Death takes 56 days. If a character has an attribute that would affect healing, subtract it from the 14 day interval. For example, someone with Superb Health would heal from Hurt in 11 days, while someone with Poor Blood Clotting would heal from Hurt in 16 days.
Characters with Near Death wounds are in a critical state. If the GM decides that they survive the initial wound, they will very likely need medical treatment to survive the 14 days to become merely Incapacitated.
The effect of medical skills in FADAD depends on what treatment is applied and when. The 3 main treatments are first aid, surgery, and long term.
First aid is treatment applied immediately after injury, to stabilize and provide comfort. Providing first aid requires some skill from the user. On a Fair result, Scratches can be healed, given 10-20 minutes of treatment each. Some simple wounds (GM's call), like broken bones or impalement by arrows, can be reduced in severity by one level on a Good result. And the GM should allow Near Death victims a decent chance of living if first aid is provided.
Surgery can make some wounds heal faster, requiring only a few minutes or hours long operation. Roll 4dF plus the surgeon's skill against the difficulty of the injury: Hurt-Mediocre, Very Hurt-Fair, Incapacitated-Good, Near Death-Great. For each degree of success, subtract one from the healing interval for that wound. If the result fails by more than three levels, something bad happens to the patient. Each injury can only benefit from surgery once. Any increased healing rate from surgery persists for that wound until it is healed
Long-term care also speeds healing. Determine the quality of care, using the provider's skill as a base. Hospitalization can greatly increase quality of care, but providing care to soldiers on the march is very difficult. compare to the difficulty of the wound (above). For each degree of success, reduce the healing interval by one day. The difficulty of healing a wound is based on the current level of the wound, not the initial difficulty. Increased healing rates from surgery and long-term care ARE cumulative. The nature of long-term care varies widely in FADAD, from noxious concoctions poured down the patient's throat by the local witch doctor to the gentle and sterile attentions of the priestesses of the goddess of healing. But the treatment must be applied daily for healing to be speeded.
It should be noted that wounds heal "in parallel." Thus a character
with 4 Hurts, effectively Near Death, can be as good as new within 2 weeks.
1 crew to 25% minimum -3 25%-50% minimum -2 50% to minimum-1 -1MS is used for dodging attacks and when attempting ramming attacks. It is also used for avoiding obstacles, handling rough weather, and other tricky stuff. It determines how fast a ship can turn itself:
MS Equiv. Faces/ c.rnds/ Max. MC round 90-deg Accel. Superb - 5 3 3 Great A 4 4 3 Good B 3 5 3 Fair C 3 5 3 Mediocre D 2 8 2 Poor E 2 7 2 Terrible F 1 15 1
The ships Target value is a function of range, weapon accuracy, and ship size. To get the base Target, look up the ship's volume below. Then modify by the weapon and the range in the big weapon table. The worst total target can be is -4 (Terrible-1).
Volume Base (SJ-tons) Target --------- ------ 1 - 6 +2 7 - 22 +1 23 - 75 0 76 - 253 -1 254 - 854 -2If the relative degree of the attack is 1 or more, a hit occurs. Determine damage done in the usual way. Damage done to ships is similar to damage done to characters, but "wound" levels have different names:
Target Modifier Weapon Name Crew RoF Damage 0 1 2 3 4 5 6 7 ----------- ---- --- ------ - - - - - - - - Ballista, Light 1 1/2 14* -4 -3 -2 -1 -1 0 +1 +2 Ballista, Medium 2 1/3 17* -4 -3 -2 -1 0 +1 +2 +3 Ballista, Heavy 4 1/4 20* -4 -3 -1 0 +1 +2 +3 +4 Catapult, Light 1 1/2 20 -3 -2 -1 +1 +2 +4 +6 +8 Catapult, Medium 3 1/2 22 -3 -1 +1 +2 +4 +6 +8 X Catapult, Heavy 5 1/3 24 -3 -1 +2 +4 +6 +8 X X Bombard, typical 3 1/3 23 -3 -1 +2 +4 +6 +8 X X Wildfire projector 3 1/4 16** -3 +1 +5 X X X X X* Ballista bolts do an additional +1 damage against flesh, such as when fired at large monsters.
Attacking targets smaller than ships with artillery is difficult. Add +4 to the Target for human size targets, +3 for giants and small dragons. You may want to fudge the final Target for targets that are within 50 yards or so.
Likewise, attacking ship-sized targets with hand weapons or spells is relatively easy. Ships have a Terrible-1 (-4) Target for such attacks, modified for range. Again, you may want to fudge this, as it is hard to miss a 100 foot long ship that is 30 feet away.
Ships suffer ship critical hits, or "ship crits". These occur on attack rolls that hit with a +4, and whenever the total damage to a ship is 5 or more, and whenever a ship takes Crippling damage.
When a critical hit occurs, either choose one or roll on the following table. Some criticals have a chance of causing volatile substances (like wildfire or smoke powder) stores on the ship to ignite. In such cases, make a situation roll. If the roll is equal to or lower than the Firing likelihood, then the substances are ignited.
| 6dF | Description | Firing
likelihood |
Summary |
|---|---|---|---|
| +4,+5,+6 | Fire | Great | 0 damage first round, +1 damage per round |
| +3 | Spelljammer Shock | Poor | Make Great Reté roll or go into coma for 3+dF days.
Helms w/o helmsman become inoperative until repaired. |
| +2 | SR Loss | Poor | -1 SR, min. 1, until helmsman recovers:
makes Great spelljamming check every round. |
| +1 | Hull Holed | Poor | Hole is in hull. May be unable to land in water. |
| 0 | Ship Shaken | Mediocre | All hands must make Good Dexterity
check to not fall down. |
| -1 | Deck Crew Hit | - | If catapult or similar, a 10 foot diameter area is blasted. All affected take damage equal to ship's damage -20. If ballista or similar, a random crewman may attempt to dodge (at -2) a Fair attack. If failed, time to write next of kin. |
| -2 | Ship Weapon Hit | - | A random weapon is destroyed or damaged.
Any crew working that weapon take damage as for Deck Crew Hit. |
| -3 | MC Loss | - | -1 to ship MC, no worse than F.
Repair requires one turn and Great skill roll by repair crew. |
| -4,-5,-6 | Interior Crew Hit | Poor | A 10 foot diameter area is blasted. All affected take damage as for Deck Crew Hit. |
Damage Fraction of ship cost Type to repair Scratch 5% Light 20% Heavy 35% Crippling 60%
In practical terms, spirit combat works as follows. A successful attack roll is required to do damage, but relative degree does not add to damage. The weapon provides a base damage, equal to its "plus" in AD&D terms. If the attacker has an attribute related to spiritual attunement, such as faith, passion, or AD&D's "Wisdom", that attribute provides a damage bonus. The victim's Damage Resistance is equal to the "plus" needed to hit it, minus one. Creatures with high armor class in AD&D may have additional spiritual damage resistance (but not much, because it makes them really tough). Add a 4dF damage roll. On critical hits, add the attacker's "plus" (see below).
Damage appears as physical injuries to the victim's body, representing the severing of the ties to the physical plane.
Characters attacking without weapons can hit if their Potential is high
enough. The magical "plus" of a character is equal to Potential divided
by three, rounded down. This plus adds to spirit damage. Such attacks naturally
require touching the target. Touching undead automatically subjects the
attacker to a chance of energy drain, or aging, or whatever special attack
that undead has. Punching a spectre is a brave, stupid thing to do.
A unit adds its Scale to its attack and defense rolls. Its Scale is (log N)/(log 1.5), where N is the number of fighters in the unit. Because only so much force can be brought to bear in melee, the difference between unit scale bonuses is normally limited to +4, and may be less.
Damage to a unit is handled the same as damage to an individual, except as noted below. Note that negative damage to a unit can have effects:
Damage Damage Morale Maximum amount Type Check Casualties Notes 9+ dead n/a 100% unit slain/captured to last man 7-8 incapacitated Legendary 100% most members dead, injured, fleeing, or captured, including leaders 5-6 very hurt Great 56% unit fights at -2 to skill 3-4 hurt Good 33% unit fights at -1 to skill 1-2 scratch Fair 8% minimal effects -1,0 sub-scratch Mediocre 2% 4 sub-scratches = 1 scratch