Mythras rules summary
Combat Summary
Initiative
At the start of combat, everyone rolls 1d10 and adds their Initiative Bonus. Action goes from highest to lowest score. Initiative scores stay the same from round to round unless something specifically changes them.
Action Points
Any action in combat costs 1 AP. You may only spend 1 AP per turn, even if you have more than that. You may also spend AP to react to others, such as to parry an attack, with a limit of 1 reaction per threat (but no limit on how many reactions per round, as long as you have the AP for it). If everyone has acted and you still have AP remaining, you may take another action, again going in initiative order with anyone else who has leftover AP.
Attacking and Defending
1. Attacker rolls for whichever Combat Style they are using.
2. The defender may opt to roll for their Combat Style to parry, or roll Evade to dodge. They do not have to make this choice until after they see the result of the attack roll. Note that missile attacks can only be parried with a shield.
3. If one combatant rolled a higher success level than the other, they get a number of special effects equal to the difference in success levels (except in the case of a failure vs a fumble, then there neither one does anything to the other). If the defender did not roll to parry, this is treated as if they had rolled a regular failure.
4. If the attacker succeeded, roll for hit location and damage.
Parrying - if the attacker succeeds, and the defender also succeeds on a parry roll, compare the size of their weapons. If the defender's weapon or shield is equal or larger than the attacker's weapon, they prevent all damage. If it is one size category smaller than the attacker's weapon, they still take half damage. If it is at least two size categories smaller, then they do not prevent any damage. Even in this case it may still be worth rolling to parry, as a good roll will still reduce the number of special effects the attacker gets.
Evade - treat this as an opposed roll of (attacker's Combat Style) vs Evade. If the defender wins, they take no damage at all, but are now prone after dropping to the ground or jumping out of the way. If the attacker wins, they deal damage as normal and get special effects as if the defender had failed a parry roll.
Damage and Healing
Hit points and wound levels are tracked separately for each body area.
Minor wound - still have at least 1hp remaining - no additional effect
Serious wound - 0hp or below - permanent scarring, unable to attack or start spellcasting for 1d3 rounds, and make an opposed Endurance roll against the attack roll that caused this injury (if you lose, an injured limb becomes unusable until it is healed to 1hp, and an injury to another location knocks you unconscious for 1 minute x damage taken from the most recent injury)
Major wound - negative hp equal to starting hp for that area - victim is immediately incapacitated (unconscious if injury was to head, chest, or abdomen) and makes an opposed Endurance roll against the attack roll (if you lose, a limb injury results in unconsciousness, and an injury to another location causes instant death), and death from blood loss will occur in seconds or minutes (depending on location of injury and your Healing Rate) if not stabilized - also, no natural healing until treated with a successful Healing roll, and there may be a permanent loss of hp to that location (GM's discretion, depending on what caused the injury)
Natural healing requires rest, with some light activity permitted but more strenuous activity giving a 1d3 penalty to your Healing Rate. You recover your Healing Rate in hp per day (Minor), week (Serious), or month (Major). When a Serious or Major injury has healed enough to move into a lesser category of injury, healing speeds up accordingly.