Dragon Warriors: Optional Combat Rules

 

Success Margin

Purpose: One problem with the Dragon Warriors system is that a weapon always does the same amount of damage. For example, a sword always deals out 4 points of damage. The Success Margin rule is a way to vary the Armour Bypass Roll and damage according to the degree of success. This rule can be easily implemented or its use stopped at any time. There are no modifications to the existing system required, i.e. it is just an add-on rule.

Success Margin = To Hit number - Hit Roll result.

Eg. Sir Balin needs to roll 10 or below to hit (To Hit number). His player rolls 3 on d20 for Sir Balin's Hit Roll. Success Margin = 10 - 3 = 7.

Success Margin Damage and/or Armour Bypass Bonus
0-4 none
5-9 +1
10-14 +2
etc. etc.

The Success Margin rule has been playtested and found to be a welcome addition. However, if you do not want to be bothered with calculating the Success Margin, you can always discard it and use the fixed damage system or other optional rules.

 

Knockback

Knockback occurs when using a slashing or bludgeoning weapon. Knockbacked characters must make a REF roll for every meter travelled or fall. Falling damage is 1d6 per 2m travelled. If there is a hard obstacle, knockback damage is usually 1d6 per meter travelled. The knockback distance depends on damage, weapon type and the relative size of the attacker and defender.

Attacker's size is Knockback Distance
Bludgeoning Weapon Slashing Weapon
Smaller 1m per 4 points of damage 1m per 6 points of damage
Same 1m per 6 points of damage 1m per 8 points of damage
Bigger 1m per 8 points of damage 1m per 10 points of damage

 

Critical Hits Option 1

Critical Hits occur on a Hit Roll of 1 on d20. This rule aims to make the benefits of a Critical Hit proportional to chance of success. Therefore, an attacker who has a higher To Hit number would have better chances of benefiting from increased damage than one who has a lower To Hit number.

When you roll a 1 for your Hit Roll, you ignore the defender's armour and reroll. If the result is equal or less than your To Hit number, the weapon does 2X damage. If the reroll is a 1, you get another reroll. If successful, the weapon does 3X damage and so on. Thus, it may be possible (but very unlikely) to roll a series of 1s for massive damage.

 

Critical Hits Option 2

This is for those who want a more complicated Critical Hit Option. When you roll a 1 for your Hit Roll, you ignore the defender's armour and reroll. What happens next depends on the type of weapon used.

Weapon Type Critical Hit Effect
Piercing The weapon impales the target. It automatically does 2X damage but is stuck. If the reroll is equal or less than your To Hit number, the weapon does 3X damage instead of the automatic 2X. If the reroll is a 1, the weapon does 4X damage. Make a STR roll on 2d10 to free your weapon. If you fail, you need to spend a full CR freeing your weapon.
Slashing If the reroll is equal or less than your To Hit number, the weapon does 2X damage and the weapon does knockback as if it were a bludgeoning weapon. If the reroll is a 1, the weapon does 4X damage.
Bludgeoning If the reroll is equal or less than your To Hit number, the target gets knocked back and you triple your damage modifier, if any. If the target is the same size as the attacker, the knockback distance is 1m for every 4 points of damage. For smaller targets, the distance is 1m per 2 points of damage and for larger targets, the distance is 1m per 6 points of damage. In all cases, minimum knockback distance is 1m. If the reroll is a 1, the weapon does 4X damage.