Combat
The game mechanics are almost as light as the setting. For a saving throw or ability check, simply roll under your ability score with a d20. Combat is also very streamlined. No initiative rolls are necessary. Good guys go first. No attack rolls are necessary. Just roll damage for the weapon and subtract the armor score of the enemy. Most weapons inflict 1d6 or 1d8 damage. If for some reason the attack is impaired, say vision is obscured, then the damage die is reduced to 1d4. Conversely, if the attack has a significant advantage, then the damage die is increased to 1d10 or higher at the gamemaster's discretion.
Damage is first applied to the enemies' HP (hit protection), then when that is depleted, damage is deducted from the Strength score. When the HP is down to zero, the victim must pass a Strength save or suffer critical damage. A critically damaged character is out of the action until they are tended by an ally during a short rest. When the HP and the Strength score are both zero, the creature or character is dead.
In Mass Combat, everyone attacking the same target rolls for damage and the HIGHEST ROLL is the damage dealt.
By way of natural healing, all lost HP are recovered with "a few minutes of rest." A few weeks of downtime at a safe location restores all ability scores.
This message was last edited by the GM at 18:12, Fri 23 Dec 2022.