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Combat Maneuvers
Viking

Warriors, rangers and rogues can use combat maneuvers. Each maneuver can be used once per combat scene. Players should declare that a maneuver will be used at the beginning of the round to take full advantage of any initiative bonus. Using a maneuver will not allow the character to take an action before another character whose action has already been resolved.



  • Agile Blow - +2 initiative, +1 damage if the attack hits.
  • Devastating Blow - +2 attack bonus, -3 defensive rank, +2 damage if the attack hits.
  • Fearless Blow - +2 attack bonus, -1 defensive rank.
  • Rabid Blows - 2 attacks on the same target, -2 attack penalty on each.
  • Savage Blow - +1 attack bonus, -3 initiative, -1 defensive rank, +1 damage if the attack hits.
  • Stunning Blow - +3 initiative, target must save vs. stun or all opponents gain a +1 attack bonus against him for the rest of the round.
  • Twin Blows - No off-hand penalty and +1 attack bonus with the main hand, both attacks must strike the same target.
  • Wary Blow - +2 defensive rank, -1 damage if the attack hits.

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  

Advanced Tactics
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 unconscious 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.

 
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