We Love Dinky Dungeons!
A fan site for gamers who love simple rules and have a good sense of humor.
A bad copper always turns up.
Dinky Dungeons
Home Page
History
The Game
Photos
Are You A Hero?
Dinky Trivia
Guest Book
Hall of Fame
Rings & Awards
Combat Rules
Knight

Combat is broken up into 10 second long rounds. During a round, each character gets a turn to act. The order in which characters take turns is determined by initiative.

Initiative is figured by adding your Mind and Body. Ties go the player with the higher Body attribute. If the characters attributes are identical, break the tie by rolling 1d6. The highest roll goes first.
Optional Rule: A character can choose to delay their action and take their turn last. If several characters want to delay, the normal tie-breaking rules apply in reverse to determine who can truly go last.

Surprise occurs whenever a target isn't expecting attack and is taken completely off-guard. A surprised character has a -5 initiative penalty during the first round of combat. A successful Perception check can be used to avoid surprise, at the game master's discretion.

Your character's Attack Rank is the sum of attack values from the weapon he is wielding and any spells that are enhancing his combat abilities. It can also be improved by power attacks, skill bonus, or aiming for parts of the target's body not covered by armor. It can be penalized by shield use and stun.

Your character's Defense Rank is the sum of defense values from any armor he is wearing and spells that are protecting him. It can also be improved by dodging, taking cover, blocking with a shield, or otherwise making it harder for an attacker to successfully hit him.

The game master determines the attack or defense value of situational modifiers that are not addressed in the rules.

To determine if an attack hits or misses, compare the attacker's Attack Rank and the defender's Defense Rank on the combat chart (below). Roll the target number or less on 3d6 to hit.
Optional Rule: Missing the target number by three or less means that the armor absorbed the blow, otherwise the attack didn't land at all.

A hit becomes a critical hit if *CH is rolled on the combat chart or 3 identical numbers are rolled on the dice. A miss becomes a critical miss if *CM is rolled on the combat chart or 3 identical numbers are rolled on the dice.

Armor improves your defense value in combat. Heavier armor protects you better, however it also reduces your base magic points by an amount equal to the armor's defense value. Armor only protects against physical attacks.
Optional Rule: When armor absorbs a blow, it takes a little damage. If the amount of damage deflected in one hit is greater than the armor's defense value, it will need to be repaired before the next combat.

Shields improve your defense value in combat. During any round that you attempt to block an attack using your shield, its defense value is added to your defense rank. However, your next attack suffers a penalty equal to the shield's defense value minus 1. Shields only protect against physical attacks. Spells can't be cast while using a shield.

Two hands are required to load a crossbow. A heavy crossbow can be fired once every other round. A light crossbow can be fired one-handed. Shields cannot be used at the same time as bows, crossbows, or 2-handed weapons.


How Combat Works
  • Determine initiative for everyone involved in the combat, including non-player characters. Check for any surprise modifiers that may affect initiative in the first round of combat.
  • A 10-second round of combat begins. Each character takes one turn, in order of initiative.
  • During their turn, each character can do one of the following:
    • Attack with a melee or ranged weapon.
    • Cast a spell, drink a potion, read a scroll, or activate a magic item.
    • Avoid attacks by dodging or parrying.
    • Perform a short action that takes 10 seconds or less. For example: shout for help, load a heavy crossbow, switch weapons, or open a door.
    • Move - Dive for cover, retreat, leap onto a table, change position, approach a foe, etc.
    • Do nothing.
  • If the character makes a physical attack, determine his Attack Rank and his target's Defense Rank. Find the target number on the combat chart. Roll to see if the attack hits.
    • If the attack hits - Check if there is a critical hit. Determine how much damage was done, based on the weapon used. The target loses this number of health points.
    • If the attack misses - Check if there was a critical miss.
  • If the character makes a magical attack (mental or non-damaging physical magic), the target must make a saving throw versus magic.
    • If the target fails his saving throw - Determine the effects, based on the spell used. Apply the appropriate penalties to the target.
    • If the target makes his saving throw - Nothing happens.
  • Check for characters suffering from damage over time effects and subtract the appropriate number of health points. Check for characters recovering from knockout or stun.
  • Begin another round of combat and repeat the process, until no one is still fighting.

Combat Chart
 Attack Rank
 0 123 456 789 101112
Defense 
Rank
09 91010 111213 141516 1718 *CH
18 9910 101112 131415 161718
28 899 101011 121314 151617
37 889 91010 111213 141516
47 788 9910 101112 131415
56 778 899 101011 121314
66 677 889 91010 111213
75 667 788 9910 101112
85 566 778 899 101011
94 556 677 889 91010
104 455 667 788 9910
113 445 566 778 899
12*CM 344 556 677 889
  *CH - Use the critical hit table. *CM - Use the critical miss table.

Unarmed Combat
Boxer

In unarmed combat, a character fights without a ranged or melee weapon. There are 3 kinds of unarmed attacks - punch, kick, and tackle. Use the tables below to determine his unarmed AV and damage.

A successful tackle knocks the opponent to the ground. Every round thereafter, the attacker and target roll Body + d6. If the attacker's result is higher, he successfully keeps his opponent pinned on the ground and unable to attack.

BodyDamage  BodyDamage  BodyDamage  
0-10  6-72  12-154
2-51  8-113  165

Combat SkillPunch AVKick AV Tackle AV  Combat SkillPunch AVKick AV Tackle AV
0211   4332
1221   5333
2222   6433
3322  

Special Attacks
Valkyrie

A character can attempt to dodge all attacks aimed at him during a round. Roll 3d6 with a target number equal to Body + Combat skill rank. On a successful roll, the character's defensive rank is improved by 3 for the rest of the round. (Dodging does not affect attacks made before the character's turn in the round.)

A character can try to parry all melee attacks made by one opponent during a round. He must be wielding a melee weapon no less than half the size of his opponent's weapon. Roll 3d6 with a target number equal to the weapon's Attack Value + Combat skill rank. A successful roll deflects one attack. You can choose to parry an opponent's attack at any time, even if your turn hasn't come, however it counts as your action for the round.

An attacker wielding a blunt melee weapon can attempt to stun his opponent. The attack is at a -1 penalty to hit. If the attack hits, instead of causing damage, he forces his target to save versus stun. On a successful saving throw, the target is stunned during his next action. On a failed saving throw, the target is stunned a number of rounds equal to the points of damage that would have been inflicted.

An attacker wielding a blunt melee weapon can attempt to knockout his opponent, rendering him unconscious. The attack is at a -5 penalty to hit. If the attack hits, instead of causing damage, he forces his target to make a saving throw versus knockout. If he misses the save, he is knocked unconcious for a number of rounds equal to the damage that would have been inflicted.

Stunned characters suffer a -3 attack penalty, a -2 penalty to skill checks, and a -1 penalty on saving throws using Mind. Stun caused by toxins can be avoided with a successful saving throw versus poison.

Poisoned characters take 1 point of damage at the end of each round for the duration, or until the poison is cured. With a successful saving throw versus poison, weak poisons cause no damage, strong poisons cause only 1 point of damage, and deadly poisons cause only 2 points of damage. A vial of antidote can occasionally cure the poison. On 1d6, a roll of 1-4 cures weak poison, 1-3 cures strong poison, and 1-2 cures deadly poison.

Paralyzed characters suffer a cumulative -1 penalty to attack and skill rolls each round until the venom reaches full effect. The penalty is then reduced by 1 each round until the effects are gone. The venom's effects are avoided entirely with a successful saving throw versus paralysis.

Entangling attacks disable the target's limb or entire body for d6 rounds. If the target sees the attack coming, he can make a Body attribute check to avoid entanglement. A large net requires one round of preparation before it can be thrown.

Two-weapon combat is a style of fighting with a 1-handed weapon in each hand. You receive a -1 attack penalty with the weapon in your main hand (IE: right), and a -3 attack penalty with the weapon in your off hand (IE: left).

Mounted combat is fighting while riding a horse or other beast. You receive a -1 attack penalty to one-handed melee weapons, -2 penalty to thrown weapons, -3 penalty to ranged weapons, and -4 penalty to two-handed melee weapons. A successful strike with a lance against a mounted opponent will knock him off his mount, unless he uses a shield and makes a successful Body attribute check.


Critical Hits & Misses

Critical Hits:
Use the identical rolled number, or the result of 1d6 for *CH, to determine the outcome.
1: Attack does +1 damage.
2: Target must save vs. pain or be stunned next turn.
3: Knocked weapon from target's hand.
4: Attack does double (x2) damage.
5: Attack causes 1 damage in next 3 rnds from bleeding.
6: Attack does triple (x3) damage.

Critical Misses (Armed Combat):
Use the identical rolled number, or the result of 1d6 for *CM, to determine the outcome.
1: Attacker stumbles, -1 initiative until combat ends.
2: Attacker loses balance, -1 DV next action.
3: Attacker drops his weapon.
4: Attacker strikes himself for 1 HP of damage.
5: Attacker pulls muscle, -1 AV until combat ends.
6: Attacker's weapon breaks.

Critical Misses (Unarmed Combat):
Use the identical rolled number, or the result of 1d6 for *CM, to determine the outcome.
1: Attacker stumbles, -1 initiative until combat ends.
2: Attacker loses balance, -1 DV next action.
3: Attacker loses balance, -2 DV next action.
4: Attacker pulls muscle, -1 AV until combat ends.
5: Attacker pulls muscle, -2 AV until combat ends.
6: Attacker trips and falls to the ground.
Modules

Site Map

Vote for us on RPGLife.com Top Sites
Vote for us!