To-hit: Roll a twenty-sided die (d20) and see if you hit. Add your strength bonus when making a melee attack. Add your dexterity bonus when making a ranged attack.
20: If you roll a 20, you score a critical hit which always hit and does max damage.
30: Every player may use the thirty-sided die in place of a twenty-sided die once per session. When rolling to hit, every roll of twenty and above is a critical hit.
Damage: If you hit, roll damage using a six-sided (d6). Add your strength bonus when making a melee attack. There is no bonus for ranged attacks.
Space: In a wide corridor (10 ft.) three can fight abreast; four if they are wielding stabbing weapons such as short swords; two if one of them wields a two-handed weapon; one if wielding a two-handed sword. With a polearm (halberd, spear) you can attack from the second row. → In a narrow corridor (5 ft.) only one can fight; two if wielding stabbing weapons such as short-swords; there is not enough space to swing a two-handed sword. → Two enemies per round may enter a room through a five foot door. They can be attacked by up to eight people in the first row with stabbing weapons and another ten may attack with polearms from the back row: eighteen against one! If an enemy is surrounded on all sides, they may be attacked by twelve people in the first row with stabbing weapons and another sixteen may attack with polearms from the back row: twenty eight against one!
Ranged: In melee, no ranged weapons may be used. When shooting into melee, the target is picked at random.
Protection: When somebody is attacked, nearby allies may interpose themselves. Intelligent monsters may do the same.
Retreat: When retreating at half speed, you may attack normally and you may be pursued and attacked normally unless somebody covers your retreat. To move away faster, you must flee.
Flight: When fleeing, you need to survive one last attack at +2 from every enemy in melee range. Your shield does not protect you.
Shield: When carrying a shield and hit by a weapon or magical force such as a lightning bolt or a fire ball, you may sacrifice the shield such that it absorbs all damage and is destroyed. Magic users may not carry shields.
Death and Dismemberment: Hit-points determine how much pain you can endure, how much will to live you still have. Once you reach zero hit-points and whenever thereafter you are hit, roll on the following table:
|2||instant death: beheaded or similar; the victim may only be raised by a resurrection miracle|
|3||fatal wound and death in 1d6 rounds: pierced lung, cracked spine or similar; the regeneration miracle can avert death; the victim may be raised by a resurrection or a raise dead miracle|
|4||loose a limb and die in 3d6 rounds; roll 1d4: 1 – sword arm, 2 – shield arm, 3, 4 – leg; death can be averted by applying a tourniquet or cauterizing the wound with fire, or by working the cure critical wounds miracle; you can regrow the limb using the regeneration miracle|
|5, 6||broken bone; roll 1d4: 1 – sword arm, 2 – shield arm, 3 – leg, 4 – rib; healing takes 2d4+9 weeks; the regeneration miracle can mend broken bones|
|7, 8||unconscious für 2d6 rounds; with helmet: stunned for one round|
|9||stunned for one round; with helmet: knocked down (remaining enemies get +4 to hit, you can get up next round and either attack or retreat)|
|10||knocked down (remaining enemies get +4 to hit, you can get up next round and either attack or retreat)|
|11||you can take it!|
|12||adrenalin rush! Get 1d4 hit-points for every two levels you have (round up); after the fight your hit-points drop back to zero and you faint for 2d6 rounds|