This is not to say that the Difficulty Level of making an Action Roll doesn't
take an unwilling target into account.
As described in section 16.1, melee combat does not use Opposed Actions.
Instead, a melee attack requires an Action Roll at a Difficulty Level usually
equal to the target's Agility Attribute.
If, for whatever reason, a character is allowed to take more than one
turn in a round, his Running Speed will be divided in half during each turn for
purposes of determining how much ground he can cover, and his Initiative Level
on each subsequent turn within the round will be 3 levels lower than his rolled
Initiative Level.
16.1: There is no such thing as an "Opposed Action" in the usual sense that
the standard FUDGE rules use the term.
All Action Rolls — most of which will be Skill Rolls but a few of which
will be other things like Perception Rolls — are considered
"Unopposed." This was done to cut the number of separate dice rolls in
half so that you're not rolling dice all day.
16.1.1: The Difficulty Level of an Action Roll against an unwilling target
is based on an Attribute Level or Skill Level the target posesses.
For example, if you wanted to hit a man-sized creature with your club, you
would make a Specific Melee Weapon (Club) Skill roll at a Difficulty Level
equal to your target's Agility Attribute. If you wanted to seduce
somebody, you would make a Seduction Skill roll at a Difficulty Level equal to
your target's Willpower.
16.1.2: The Difficulty Level of an Action Roll that "opposes" an action
already in progress is based on the other action's previous Action Roll.
While Opposed Actions in the traditional FUDGE sense are not used in Death
Munchkin!, there are some circumstances where the success of one Action
Roll logically depends on how well a previous Action Roll succeeded. For
example, a Disguise Skill roll is normally only made once, when the Disguise is
first put on, but people may be looking at the Disguised person several minutes
or even hours later. In such a circumstance, the Difficulty Level of the
passerbys' Perception Rolls (to see through the Disguise) is equal to rolled
degree of the Disguised person's most recent Disguise Skill Roll.
16.2: The Alternating Combat Turns rules from FUDGE section
4.23
are used.
Combat is not simultaneous. Each participant acts independently, at
separate times on separate turns. The outcome of one turn may affect the
next; if you cut an orc in half with your greatsword, the orc cannot
counterattack even if it hadn't gotten its turn yet.
16.2.1: Initiative is determined by relative Agility Rolls.
At the start of combat, each participant makes an Agility Roll. The
rolled degree of each Agility Roll serves as that participant's Initiative
Level for the remainder of combat. All participants then take turns
through each round in order from highest Initiative Level to lowest.
16.2.2: Some characters act so quickly, they can take more than one turn
per round.
The rule for this will be decided upon later. No munchkin RPG is complete
if it doesn't allow PCs to make multiple attacks per round.
16.2.3: Some defensive actions can be taken out-of-turn.
If your combat turn has not yet arrived on a given round, you may forfeit your
upcoming turn in exchange for taking a Defensive Action Out-Of-Turn. The
Defensive Actions you may make out-of-turn are:
The effects of these actions take place immediately. However, you may
only take a Defensive Action Out-Of-Turn if you are aware of an attack being
made against you, and your decision to take a Defensive Action Out-Of-Turn must
be made before the attack is rolled.
16.3: Whenever you are attacked, you have a Difficulty To Be Hit (DTBH)
against that attack.
Your DTBH is the Difficulty Level for the attack to succeed. It can vary
according to the circumstances.
Circumstance | DTBH modifier |
---|---|
You're grabbing someone | -2 |
Attacker made a half move this turn | +1 |
You can't see/pinpoint attacker | -2 |
You're in combat, but not aware of attack | -2 |
Attacker is 10 meters away | +1 |
Attacker is even farther away | +1 per 2x distance |
Attack made with the off-hand | +1 |
No other modifiers apply in this circumstance, so the orc's DTBH against being
hit by your two-handed sword, and thus the Difficulty of hitting the orc with
your two-handed sword, is Great. This means that in order to hit the orc
with your two-handed sword, you must now obtain at least a Rolled Degree of
Great on your Two-Handed Sword Skill. You roll 4dF, which come up two
(+)'s, one (–), and one blank on the FUDGE dice. This totals a net
result of +1. Your Two-Handed Sword Skill is Good, and the +1 means your
Action Roll has a rolled degree of Great. Since the Difficulty Level of
your Skill Roll was also Great, you just succeeded in hitting the orc.
Now that your attack has succeeded, the GM must determine how badly the orc was
hurt by it. Your Strength Attribute is Fair, which is an ODF of 0, but a
two-handed sword adds +3 to your ODF from the fact that it's a large two-handed
weapon, and an additional +1 to your ODF from Sharpness. The orc's
natural Damage Capacity is Fair, which is a DDF of 0, but this orc happens to
be wearing chain mail armor. Chain mail is +2 to DDF, which brings the
orc's DDF up to 2. In addition, chain mail gives its wearer the
equivalent of the Sharpness-Proof Hide Gift, so your sword's sharpness bonus is
negated. The ODF of your attack is thus 0 (for Strength Fair) + 3 (for
two-handed sword without sharpness bonus) = 3. Subtracting your ODF of 3
from the orc's DDF of 2 yields a net Damage Factor of 1.
Normally, this Damage Factor of 1 would be looked up in the first table of
Section 4.55 of the FUDGE rules. However, since your attack
just barely hit, it is considered a graze, and its effect must
instead be looked up on the table in
Section 4.56 of the FUDGE rules. This table reveals that, for any
grazing wound with a net Damage Factor between 0 and 4, the result is one
"Just A Scratch" wound. The orc just receives a scratch from your sword
and counts its blessings. The orc would like to turn tail and run, but
since it took a Defensive Action Out-Of-Turn, it had forfeited its combat turn
and will not get another until the next round.
Unfortunately for you, one of the orc's orc-friends is hiding in the shadows
behind you. He elects to throw a dagger at your back. The hidden
orc's skill level with Thrown Dagger is Good. Since you are unaware of
the orc's attack, and since you already had your combat turn this round, you
cannot take a Defensive Action Out-Of-Turn, and must rely solely on your
Agility Attribute to avoid the dagger. Your Agility Attribute is
Fair, giving you a base DTBH of Fair. Since you were unaware of the
attack, a -2 modifier applies to your DTBH, bringing it down to Poor.
However, the orc throwing the dagger is 10 meters away, which gives you a +1 to
your DTBH due to the long range; this raises it back up to a final DTBH of
Mediocre.
The GM rolls 4dF for the orc, rolling one (+), one blank, and two (–)'s,
for a net result of -1. Since the orc's Thrown Dagger Skill level is
Good, his rolled degree is Fair. This is more than enough to hit your
piddling DTBH of Mediocre; unlike your last two-handed sword attack, it won't
be an attack that "just" hit and so will use the main wounding chart instead
of the grazing chart for determining damage. The orc's Strength is Good
(ODF 1), and a dagger is +1 ODF for sharpness. Your Damage Capacity is
Fair (DDF 0), and you are only wearing leather armor, which gives +1 DDF and
does not bestow the Sharpness-Proof Hide Gift upon its wearer.
Net Damage Factor = ODF 2 - DDF 1 = 1. According to the first table in
Section 4.55 of the FUDGE rules, this inflicts Just A Scratch on you.
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16.3.3: Here is an example of combat.
On your combat turn, you elect to attack an orc (which you are standind right
next to) with your two-handed sword. You have a Two-Handed Sword Skill
Level of Good. The orc you are attacking is not particularly plucky, and
only has an Agility Attribute of Mediocre. However, the orc, realizing
its plight, decides to perform a Defensive Action Out-Of-Turn, and
dodges. The GM, who controls the orc, rolls really well — the orc's
Rolled Degree for its Dodge skill is Great. This means that for the
remainder of this round, and until the orc's combat turn comes up again next
round, the orc has a base DTBH of Great.
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