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- This is about weapons and how to use dice in combat.
- Light weapons
- Daggers
- Throwing Knives (Different from daggers because they're meant to be thrown.)
- Short swords
- Grenades
- Javelins
- Wooden bows
- Medium weapons
- Fighting/parrying knives
- Combat swords
- Maces
- Spears
- Composite bows
- Hand Crossbows
- One-hand axes
- Heavy weapons
- Zweihanders/long swords
- Battleaxes
- Pikes
- Metal bows
- Warhammers
- Rifle Crossbows
- Hand-Cannons
- And this is about how combat actually works with the D10 and D20
- First, roll 1d20 for a normal combat strike
- 1- Critical Fail, which leaves you susceptible to be counter-attacked
- 2-10- Miss
- 11-19- Hit
- 20- Critical Hit (The base damage for this would be 1.5)
- When he's killed, roll 1d10 for XP
- Take the total number of the enemy's HP and that is the max XP you can gain
- All digits save for the last on the right make the least XP you can get.
- Example, if you roll 1 and the enemy's HP is 100, you get 10XP.
- If you don't get it then ask me.
- Then roll 1d20 again for loot
- 1- You don't get shit
- 2-5- Get his visible weapons
- 6-12- Visible weapons and armor
- 13-19- The above, plus ammo, grenades, potions and food
- 20- All his shit.
- Now, if you're not a nig, you should still have all your shit together
- Do 1d10 x 1d20 and you have your gold loot from a person
- For chests it's 1d20 x 1d20, since they'd carry more gold than a person
- Example for looting a dead guy:
- Roll 7 on your d10 and 6 on your d20
- 7x6=42
- You get 42GP
- Don't spend it all in one place.
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