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14:16, 23rd April 2024 (GMT+0)

Combat Resolution.

Posted by The JudgeFor group 0
The Judge
GM, 219 posts
Wed 6 Jan 2021
at 05:23
  • msg #1

Combat Resolution

Weapon Ranges
Ranges are in yards
WeaponShortLongExtremeReload rateSpeedWound Modifier
Knife248N/AAverage(0)-1
Bow & Arrow15501001Slow-1
Cap & Ball Revolver1020601/3Fast(+1)0
Derringer(2)2482Average(0)0
Muzzle Loading Rifle25902401/3Very Slow(-2)+1
Revolving Cylinder Rifle25902401/3Slow(-1)0
Scatter Gun816302Average(0)0
Shotgun10401102Slow(-1)0
Civil War Rifle(7)301005001Very Slow(-2)0
Civil War Carbine(7)25802001Slow(-1)0
Buffalo Rifle302006001Very Slow+1
       
Any Hip Shot61236N/AN/AN/A

This message was last edited by the GM at 15:26, Mon 18 Mar.
Diligence Harper
player, 47 posts
Right Arm 3 points
Wed 6 Jan 2021
at 15:54
  • msg #2

Wound Locations



1-2Left Leg
3-4Right Leg
5-6Left Arm
7-8Right Arm
9Left Shoulder
10Right Shoulder
11-14Abdomen
15-18Chest
19-20Head

Damage = 1d6

−1 A scratch
0-2 Light Wound
3-5 Serious Wound
6+ Mortal Wound

+1 if hit is to chest or head
−1 if hit is to arm or leg
+ or − weapon modifier i.e. -1 for bows
This message was last edited by the GM at 07:00, Fri 23 Feb.
The Judge
GM, 401 posts
Tue 6 Jul 2021
at 13:06
  • msg #3

Wound Locations

For Shoot Outs

Table 7: Shootout Actions
ActionCounts
Fanned shot1
Hipshot2
Steady shot3
Careful shot6
Fast draw, successful0
Fast draw, unsuccessful2
Normal draw3
Switch targets*1
Cock a gun1
Fire a cocked gun**less than normal
Movement
* A character can switch targets between turns with no delay.
** Does not apply to fanfiring.

Table 8: Speed Modifiers
Walking, Trotting-1
Running, Galloping-3
Light Wound (each)-1
Serious Wound (each)-4
Surprised-2
Completely Surprised-4
Firing Two Guns-2
Very Slow-2
Slow-1
Normal0
Fast+1
Very Fast+2

Table 3: Chance to Hit
Type of ShotChance to Hit
CarefulCoordination
SteadyCoordination/2,rounded up
HipshotCoordination/4,rounded down
Fanfiring1, or Pistol skill

This message was last edited by the GM at 07:23, Mon 22 Nov 2021.
The Judge
GM, 497 posts
Thu 30 Sep 2021
at 06:31
  • msg #4

Wound Locations

Table 4: Accuracy Modifiers

Range Movement (of target) Target Size Miscellaneous 
Point Blank, pistol+4Running/Trotting-2Very large+4Sniping+2
Point Blank, rifle-2Evading/Galloping-4Large+2Shotgun+2
Short0Movement (of shooter) Normal0Scattergun+4
Long-2Walking-2Small-2Target obscured-2
Extreme-5Running/Trotting/Galloping-4Very Small-4Using wrong hand-2
Wounds Lighting   Firing two pistols-6
Each light wound-1Darkness/Night-4    
Each serious wound-4      

This message was last edited by the GM at 13:56, Wed 06 Mar.
The Judge
GM, 499 posts
Sun 3 Oct 2021
at 04:05
  • msg #5

Wound Locations

Shotgun and Scattergun Wounds
Die RollShortLongExtreme
1100
2-3210
4-5321
6432
Add’l targetN/Aydsyds

The Judge
GM, 625 posts
Tue 1 Feb 2022
at 04:43
  • msg #6

Wound Locations

Night Fighting

Accuracy Modifiers  -4 to accuracy

Visibility is reduced to a characters Observation score in yards.

On a cloudy, moonless night, visibility equals the character’s Observation score.

Under the stars and a crescent moon, visibility is twice the character’s Observation score.

Under the full moon, visibility is three times the character’s Observation score.

If the target is standing near a light source (campfire, lantern), visibility is not reduced at all.

Surprise A character firing from complete darkness, unless he was previously
spotted or is being chased, always has complete surprise.

Movement  All movement rates other than walking and crawling are halved in
darkness.
The Judge
GM, 631 posts
Sat 5 Feb 2022
at 03:26
  • msg #7

Wound Locations

Combat Turn Movement (yards/turn)

On Foot
Crawling 2
Walking 6
Evading 12
Running 24

Mounted
Walking 8
Trotting 16
Galloping 32

Moving through door -2 yards
Moving through window -6 yards, Coordination check
Moving on stairs   up/down 1 stair per yard
Light wound in leg move distance halved
Serious wound in leg walk only, distance halved
Serious wounds in both legs crawl only
Other serious wound walk or crawl at normal speed, other move distances halved
Mount/dismount takes one-half movement allowance
Stand up takes one-half movement allowance
Dive or fall prone no penalty
Jump down one story takes one-half movement allowance
Terrible footing move distance halved
The Judge
GM, 1306 posts
Wed 17 Jan 2024
at 04:42
  • msg #8

Recovering from wounds

Healing Wounds

As characters heal, they recover both the Strength points they’ve lost and from the effects of the wounds. The rate at which the character heals depends on whether a doctor has tended his wounds (someone with Medicine skill has made a successful skill check).

A character who has received medical care heals at the rate of one Strength point per week per serious wound and two points per week per light wound. All light wounds are considered healed after one week, all serious wounds are considered healed when the character has recovered all his Strength points.
Thus, a character with two light wounds and one serious wound heals five points the first week (two for each of the light wounds, one for the serious wound). At the end of that week his light wounds are completely healed.  He now heals one point per week for the next three weeks. At the end of that time, his serious wound is completely healed.

If the character has not received medical attention, he heals only one point per week per light wound and no points for serious wounds. A light wound is considered healed after two weeks. The character discussed above would heal only two points per week. After two weeks his light wounds would be healed, but his serious wound would not be healed at all.
If a serious wound goes untended for three weeks, the character must make a Luck check. If this check succeeds, the character begins healing normally. If the check fails, the wound has gone septic and the character dies.
Special penalties (to accuracy, speed, and movement) due to light wounds are no longer in effect after one week of healing. Special penalties from serious wounds are no longer in effect after two weeks of healing.

Brawling damage is restored at the rate of one point per hour of rest. The point at which a character recovers consciousness should be decided by the Judge on an individual basis.
If a character is not fully recovered from a brawl, it will affect his accuracy, movement, speed, and strength. If the character has lost four or less points to brawling damage, he is affected as if he had a light wound. If his brawling damage is five or more points, the effect is the same as a serious wound. This does not come into play until after the brawl is over.

Medicine Skill

While great strides were made in medicine in the years leading up to the second half of the 19th Century, a combination of inadequate knowledge and poor facilities made both disease and injury very lethal on the frontier. A good doctor was both very rare and very highly regarded. Even some of the basic principles of first aid, which we now take for granted, were largely unknown to the general public.

Wounds are dealt with in detail in Chapter 2, and recovery from wounds is covered in Chapter 7: The Western Campaign. Regarding wounds, medical skill has these capabilities and restrictions: No amount of medical skill or tending will save a character who has been mortally wounded. Serious wounds will begin healing after a doctor makes a successful Medicine skill check.
Light wounds heal on their own, or twice as fast if tended by a doctor. A doctor can also use his Medical skill to treat animal bites, poisoning, fevers, and other diseases.

prerequisite: Literacy

Wound Points

Whenever a character is wounded, in addition to suffering a light, serious, or mortal wound, he also picks up one to five wound points. If a character’s wound points total up to more than his Strength score, the character passes out (from shock and loss of blood).
The number of points inflicted by a wound is the modified wound severity die roll. In the example above, where Montana Joe suffered a light arm wound, he also suffered two wound points.
When a mortal wound is reduced by a Luck check to a light wound, it inflicts only
one wound point.

Doctor services ($3 per visit min.)
bullet removed25c
bullet hole patched50c
broken bone set50c
broken bone splinted75c
buckshot removed$2
concussion treated50c
lacerations stitched50c
powder burns treated$1
other burns treated$2
leeching25c
amputation$5
diseases* treated$2

This message was last edited by the GM at 09:17, Sun 04 Feb.
The Judge
GM, 1310 posts
Thu 25 Jan 2024
at 09:29
  • msg #9

Recovering from wounds

Allowable Actions

Shooting, moving, and a combination of these two are not the only options available to characters during a combat turn. In fact, a character can do (or at least try to do) anything the player wants. The obvious restriction is that he has only six seconds to do it, if he wants to finish in a single turn.

Some examples of what a character can do in a six-second turn:
light a fuse;
load three rounds into a revolver;
pour a glass of whiskey;
dump everything out of a box or chest;
tip over a table and crouch behind it;
tie a simple knot.

Other actions may take longer than six seconds to complete. If a player announces that his character wants to do something that the Judge thinks will take several turns, the Judge should tell that to the player and then let him decide whether he still wants to do it.  Some examples of things a character can do in more than one turn:
clear a jammed breechloading rifle (3 turns);
unsaddle a horse (2 turns);
search a trunk for important papers (3-5 turns);
nail a board across a door or window (2 turns);
cut a loophole through an adobe wall (2 turns);
pick a lock (2-12 turns);
bandage a wound (3-6 turns).

In a case where a character might be able to do something in one turn, but it might also take longer, the Judge should have the player make a Coordination or Strength check, whichever applies. If the check succeeds, the action takes one turn. If the check fails, the action takes two turns. Or perhaps the character must keep trying every turn until he either succeeds or gives up (a good example of this is trying to light a match in a stiff wind).
This message was last edited by the GM at 09:16, Sun 04 Feb.
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