So long as the defender is conscious of the impending attack, attacks are treated as opposed rolls. Defenders determine the Target Number by rolling their Dexterity. This represents their attempt to dodge the attack.
The Attacker then rolls the Attribute that corresponds to the weapon they are using (see Weapons), adding any bonuses from their Skills and Weapon. The modified Attribute cannot be above a 9. If the weapon bonus (and weapon bonus alone) would bring the number above 9, then any points in excess of 9 will carry over to damage.
Example: In the pit, Julie runs afoul of a giant root monster. She uses her trusty lead pipe to give it a thwackin’. The monster has Dexterity of 3 and rolls a 3. A dead-on on roll equals a 1.
Julie’s Strength is 4, she has a Swing Skill (+2), and her lead pipe gives her a bonus of 1. She must then subtract the monster’s Dexterity roll: 4+2+1-1=6. So, Julie’s Target Number is 6.
The amount the attacker succeeds by, plus any weapon bonus points held over from the attack, are then divided by two to determine the amount of damage inflicted. Always round up.
_____Example: Julie rolls a 4; her Target Number (6) minus her roll equals 2. 2 divided by 2 is 1, so she inflicts 1 point of damage on the monster.
A target who is not aware of the attack (their back is turned, they’re blind) or is unconscious cannot defend themselves, and therefore the Target Number for their attacker is their Attribute plus any modifiers.
Trying to hit a specific part of an enemy (the head, the leg) or cause a specific effect (disarm, knock out, blind) will reduce the Target Number of the attack.
Partial list of specific attacks:
|Disarm (large weapon)||-1|
|Hit the chest||-1|
|Hit the brain/heart (melee)||-1|
|Disarm (small weapon)||-2|
|Hit the brain/heart (ranged)||-3|
A roll of 1 during combat is a Critical Success, resulting in an additional benefit for the attacker, while a roll of 10 is a Critical Failure, resulting in an added negative effect.
Examples: The root brings one of its ropey appendages down toward Julie’s head. It rolls a 10 on its attack. Not only does it miss her, it gets its limb stuck on a stalagmite and won’t be able to use it in the upcoming round.
Julie then strikes again with her pipe. She rolls a 1. She not only hits, but also dazes the creature so that it won’t be able to attack or even free its limb on the next round.