Stage Combat: “They Fight”

The Doxies & Demons combat & damage system is calibrated to use with the Doxies & Demons Armor System and completely replaces Damage and Armor from any other TTRPG.

It is assumed that every cast member knows how to fight.  For the sake of dramatic resonance, a cast member knows how to use any main hand melee weapon, and an offhand weapon or shield.

  • Specialization is not needed in a specific weapon or type but certain Core Capabilities confer certain bonuses.
  • Certain weapon choices may confer bonuses but there is no “specialization” penalty in picking up a weapon.  There is a minimum Might or Agility needed to use a weapon effectively.
  • The same is true with armor.  Any armor can be worn limited only by the armor’s minimum might requirement.

Non-Lethal combat (brawling) is conducted the same as lethal, but with hands or objects and the damage is deducted from Character Vitality.  Might Core Capability Damage Bonuses will apply in non-lethal combat.

Combat and Damage

The Derived Capability from character generation is used to determine chance of striking an opponent and the Prime Capability for that type of attack is used to determine damage bonuses if any.  There are basically three types of attack:

  • Missile Strike (at least one hex distant)
  • Melee Strike (adjacent enemy)
  • Magic Strike (adjacent or ranged depends upon the incantation or magic item)

Example:
Warrior with a Melee Strike of 14 must roll a 14 or less on a 20d to score a strike on a 0 level monster.

Each Monster level adds 1 point to the die roll.

A Melee Strike of 14 against a 3rd level Monster would need a roll of 11 or less to strike (14-3=11).

If a Missile or Melee strike is successful then damage is rolled by weapon weight and any damage bonus is added to the total damage dice.

Unique Damage

Aside from the obvious weapons used in strikes there are less obvious ones.  Throwing a clay pot with lamp oil on a target is a missile strike that does no damage.  Throwing a clay pot with a burning wick would do burn damage on a successful hit.  DN determines what weird damage might be allowed (like burning oil, holy water, acid). Weird damage can be decisive so handle with care.

Armor Damage Reduction

Armor will mitigate damage.  Rather than affect the ability to strike a target, armor will reduce the damage done.  Armor has a Deflection and Absorption Reduction (DAR) value expressed for the Monster or Character.  The target may have normal armor or intrinsic armor like scales.  The Deflection / Absorption Reduction value (DAR value) is deducted from the total damage before damage is deducted from life force. DAR applies to Missile and Melee damage.

Armor will not mitigate magical damage and may increase the damage depending upon the armor and the spell specifics.  (Fire may do more damage to non-metal armors and electrical may do more damage to metal armors.)

Basic system armor reduction

While in practice armor is a continuum of protective values and weights, the basic system limits the number of types used.  There is Body/Head armor and Shield armor.  Armor weight is determined by the armor type and whether a shield is used.

Armor Type / DAR / Move in hexes / Weight / Min Might

  1. No Armor no damage reduction / Move 14 / Very Lite / no minimum
  2. Gambeson / DAR 1/ Move 12 / Lite / no minimum
  3. Leather / DAR 2 / Move 12 / Lite /Might min. 10
  4. Mail / DAR 3 / Move 10 / Medium /Might min. 12
  5. Plate & Mail / DAR 4 / Move 8 / Heavy / Might Min 14
  6. Gothic Plate / DAR 5 / Move 6 / Very Heavy / Might Min 16
  7. Shield / DAR  1/ Movement unaffected / lite/ no minimum Might

Weapon Weight & Damage

Most weapons and armor will fall between Very Light and Very Heavy.  Specialized weapons are at the whim of the DN and will often be magical or exotic.

Damage by Weight Class

Rather than list every known weapon and express it in damage dice, damage is given in weights and common sense and logic will dictate where a player’s chosen weapon will fall.  One can use your favorite weapons tables and estimate the conversion.  The underlying concept is to increase damage and thus decrease the number of successful strikes needed to conclude a fight.

Damage by weapon weight class (Melee & Ranged)

Weight Very Light Lite Medium Med Heavy Heavy Very Heavy
Damage 1-6 1-6 +2 2-12 2-12 +3 3 d6 4 d6

Melee Weapons General

Damage varies by weight and range is adjacent hex. (Optional minimum Might to use effectively)

  • Very Lite: (No Might Min)
    Fists, Claws, dagger, cane, wooden club rock
  • Lite: (No Might Min)
    shillelagh, short staff, long knife (seax), hatchet, hunting spear
  • Medium: (Might Min 10)
    Short sword, War spear,  War Axe, Iron Mace, Quarter Staff
  • Medium Heavy: (Might Min 12)
    Long sword, Falchion, Flange Mace, Great Axe, Bill, Halberd
  • Heavy: (Might Min 14)
    Zwei hander, Great Maul, Glave, Military Flail, Pole Axe
  • Very Heavy: (Might Min 18 or more)
    Giant monster sized weapon. Ogre club, Giant’s axe etc.

Missile Weapons General

Missile Weapons have minimum range (1 hex) a maximum range determine by weapon.  Max range is the effective range during fog of battle.  It is not mass volleying range. It is assumed to be aimed shot at an unpredictable target.  May strike once per moment unless noted.

  • Very Lite: (No Agility Minimum) Range: 4 hexes
    Dagger, dart, rock, Flask/bottle, grenade
  • Lite: (Agility Min 8) Range: 14 hexes
    Sling, Short bow, hunting crossbow
  • Medium: (Agility Min 10) Range: 16 hexes
    Long Bow, Crossbow, staff sling,
  • Medium Heavy: (Agility Min 12 + Might Min 10) Range: 18 hexes
    War Bow, stirrup crossbow
  • Heavy: (Agility Min 14 + Min Might 12) Range: 20 hexes
    Composite Bow, Windless Crossbow (takes a round to load)
  • Very Heavy: (Agility Min 16 + Min Might 14) Range : 24 hexes
    Siege Crossbow (takes 2 rounds to load)

Advanced Armor Destructibility (optional)

This mechanic requires more record keeping as armor has material points (its DAR value) and is destructible. Armor destruction occurs each time a strike is made and damage exceeds the Player’s DAR value by 3  points.  DAR value 1 that takes a hit of 4 damage would degrade DAR value to Zero.  DAR of 4 that takes a hit of 7 degrades to DAR 3 etc.

Each such (3 over DAR) damage strike reduces the armor’s DAR by one point.  Thus, the armor can be “worn out” during combat.  Note: Magic armor might be more difficult or impossible to damage. A reason to covet such harness.

Armor may be very powerful early in a fight but be in tatters at the end of one.  Armor may be repaired between engagements with the right tools and enough time.

Monsters might have a rated DAR that indicates either their innate armor value or their ability to absorb/deflect damage. While it should also degrade like armor, that is determined on a case-by-case basis by the DN.

The defender is responsible for determining how much damage is reduced (subtracted from the damage total) and in keeping track of armor degradation due to combat.

Advanced Armor Weight Equivalencies (Optional)

Use the following table for wider variation in armor type and potentially higher DAR values.

General Style Weight Minimum Might DAR Base Beats AC conversion DAR Value
Normal clothing Very Lite none 0 14 10
Reinforced Cloak,
Arming Doublet
Very Lite none 1 14 9
Gambeson Lite none 2 14 8
Reinforced Gambeson Lite none 3 12 7
Leather Medium 8 4 12 6
Reinforced Leather Medium 9 5 10 5
Chain or Scale, Shirt Medium 10 6 10 4
Chain or Scale, Hauberk Medium 11 7 9 3
Brigandine Medium 12 8 9 2
Partial Plate, Laminar Heavy 14 9 8 1
Full Plate (Gothic) Very Heavy 16 10 6 0
Shields
Buckler, Targe Light none 1 No effect
Round, Heater Medium none 2 -1 beat
Pavise Heavy 14 3 -2 beats

Advanced Combat Mechanics (Optional)

These special actions are not open to monsters.  A monster might have its own special attack.  These attacks are open to all character levels.

Range Bonus: At half range or less, the strike value is increased by +2.  A 60’ (12 hexes) range weapon targeted at 30’ (6 hexes) or less gets strike value +2 turning a Range Strike Value of 13 to 15.

Exploit Advantage:  If the first Strike (melee attack) is a success a second follow on attack may be attempted at -2 to die roll.

Reckless Strike: +4 to strike roll.   If successful gain additional +2-12 damage.  If target survives they get immediate riposte at -3 to strike die. (May get another attack if have not completed their Melee phase.)

Quick Shot: Missile Phase. If equipped with a  bow (not crossbow) player may be attempted the Quick Shot allows 2 missile strikes but each attack is at +2 to die roll.

Cripple Shot: +4 Strike Die, On a successful strike the target’s movement is halved.

Melee Defend: At the end of a Movement Phase a player may elect to defend rather than strike in Melee phase.  Melee Defend adds +3 to the strike roll for to up to 2 opponent’s.  Melee Defend replaces the Melee Strike option for that Moment.

Shield Rush: Movement Phase.  If equipped with medium or large shield a “shield rush” may be attempted in which the player moves at least 3 hexes to rush a foe. A successful melee strike give 1-6 damage and displaces the target 1 hex back with the vacated hex being occupied by the striker.  This is the only attack that can be made during the movement phase.

Back Attack: Much is made of attack vector in many TTRPG settings.  This neither simulates real-life nor helps game flow.  A player has a front and back (ignore flanks).  Attacks at front are normal.  Attacks from the rear are +4 to strike value, but hard to achieve.

A person or monster will always turn toward their attacker unless surprised/bushwhacked. Thus, no flank or rear attacks can be made unless one of three conditions are met.

Rear Attack

  • Defender has been successfully hit in the combat round already (Pinned).
  • Defender is magically or physically constrained (Held)
  • The attacker uses skullduggery attack from the rear. (Bushwhacked/Back-stabbed)

Force Retreat/ Knock Back (optional):  If a target takes more than 50% LF damage in a single strike, they are forced back one square at attacker choice.  They must also make a morale check.  Attacker may advance into vacated hex.

Theatrical Roll Results (Very Optional)

Fore “critical” rolls use the theatrical rolls mechanic.  On a natural 1 the strike is fortuitous.  On a natural 20 the strike is disastrous. Roll on the chart below.

Fortuitous Result/ Lucky (Chart used even if no other physical damage done).

  1. Target takes +2 Damage
  2. Target takes +4 Damage
  3. Target Crippled, movement halved until healed.
  4. Target Bleeds lose 1LF per round until wound bound or magically healed
  5. Target Bleeds lose 2LF per round until wound bound or magically healed
  6. Target knocked down. Next movement phase may stand up, but make no attack.

Disastrous Result/ Unlucky (Chart used even if damage is done.)

  1. Off Balance: Foe gets immediate attack during your phase and again in their phase.
  2. Off Balance: Foe gets immediate attack during your phase and again in their phase.
  3. Stumble: Foe gets immediate attack during your phase and again in their phase. -2 to strike die.
  4. Weapon Dulled: -2 to damage rolls until repaired.
  5. Weapon Damage: -4 to damage rolls until repaired.
  6. Weapon Broken. No longer usable. (magic weapons do not break)

Damage by weapon weight class (Melee & Missile)

Weight Very Light Lite Medium Med Heavy Heavy Very Heavy
Damage 1-6 1-6 +2 2-12 2-12 +3 3 d6 4 d6

Missile Weapons Examples (Minimum range is 1 hex) No missile attack on adjacent target.

  • Very Lite: (No Agility Minimum) Range: 4 hexes
    Dagger, dart, rock, Flask/bottle, grenade
  • Lite: (Agility Min 8) Range: 14 hexes
    Sling, Short bow, hunting crossbow
  • Medium: (Agility Min 10) Range: 16 hexes
    Long Bow, Crossbow, staff sling,
  • Medium Heavy: (Agility Min 12 + Might Min 12) Range: 18 hexes
    War Bow, stirrup crossbow,
  • Heavy: (Agility Min 14 + Min Might 14) Range: 20 hexes
    Composite Bow, Windless Crossbow (takes a round to load)
  • Very Heavy: (Agility Min 16 + Min Might 16) Range : 24 hexes
    Siege Crossbow (takes 2 rounds to load)

Melee Weapons Examples (Damage varies by weight and range is adjacent hex.)

  • Very Lite: (No Might Min)
    Fists, Claws, dagger, cane, wooden club rock
  • Lite: (No Might Min)
    shillelagh, short staff, long knife (seax), hatchet, hunting spear
  • Medium: (Might Min 10)
    Short sword, War spear,  War Axe, Iron Mace, War Hammer
  • Medium Heavy: (Might Min 12)
    Long sword, Falchion, Flange Mace, Great Axe, Bill, Halberd
  • Heavy: (Might Min 14)
    Zwei hander, Great Maul, Glave, Military Flail, Pole Axe
  • Very Heavy: (Might Min 18 or more)
    Giant monster sized weapon. Ogre club, Giant’s axe etc.

Armor Damage Reduction

Armor use will mitigate damage.  Rather than affect the ability to strike a target, armor will reduce the damage done.  Armor has a Deflection and Absorption Reduction (DAR) value expressed for the Monster or Character.  The target may have normal armor or intrinsic armor like scales.  The Deflection / Absorption Reduction value (DAR value) is deducted from the total damage before damage is deducted from life force.

Basic system armor reduction

Armor Type / DAR / Move in hexes / Weight / Min Might

  1. No Armor no damage reduction / Move 14 / Very Lite / no minimum
  2. Gambeson / DAR 1/ Move 12 / Lite / no minimum
  3. Leather / DAR 2 / Move 12 / Lite /Might min. 10
  4. Chain Mail / DAR 3 / Move 10 / Medium /Might min. 12
  5. Partial Plate / DAR 4 / Move 8 / Heavy / Might Min 14
  6. Gothic Plate / DAR 5 / Move 6 / Very Heavy / Might Min 16
  7. Shield / DAR  1/ Movement unaffected / lite/ no minimum Might

Advanced Armor Weight Equivalencies

Armor Weight, Might Min., DAR value, Base Beat points, and conversion to OSR Armor Class

General Style Weight Minimum Might DAR Base Beats AC conversion DAR Value
Normal clothing Very Lite none 0 14 10
Reinforced Cloak,
Arming Doublet
Very Lite none 1 14 9
Gambeson Lite none 2 14 8
Reinforced Gambeson Lite none 3 12 7
Leather Medium 8 4 12 6
Reinforced Leather Medium 9 5 10 5
Chain or Scale, Shirt Medium 10 6 10 4
Chain or Scale, Hauberk Medium 11 7 9 3
Brigandine Medium 12 8 9 2
Partial Plate, Laminar Heavy 14 9 8 1
Full Plate (Gothic) Very Heavy 16 10 6 0
Shields
Buckler, Targe Light none 1 No effect
Round, Heater Medium none 2 -1 beat
Pavise Heavy 14 3 -2 beats

Advanced Combat Mechanics

Range Bonus: At half range or less, the strike value is increased by +2.  A 60’ (12 hexes) range weapon targeted at 30’ (6 hexes) or less gets strike value +2 turning a Range Strike Value of 13 to 15.

Exploit Advantage: If the first Strike (melee attack) is a success a second follow on attack may be attempted if there are enough beats left to spend. Thus, a swordsman who makes a hit when starting the melee phase adjacent to a foe (using ½ their beats) can make a second attack against the same foe using ½ their beats.

Quick Shot: Missile Phase. If equipped with a  bow (not crossbow) player may be attempted the Quick Shot allows 2 missile strikes but each attack is at +2 to die roll.

Melee Defend: Melee Phase. Melee Defend adds +2 to opponent’s melee strike dice.  Melee Defend replaces Melee Strike option for that Moment.  When a Player attempts a melee strike against a foe the foe may declare they will defend.  The strike die is thus modified and the defender may not attack in their phase in the current Moment. Only one attack may be thus affected.

Shield Rush: Movement Phase.  If equipped with medium or large shield a “shield rush” may be attempted in which the player moves at least 3 hexes to rush a foe. A successful melee strike give 1-6 damage and displaces the target 1 hex back with the vacated hex being occupied by the striker.  This is the only attack that can be made during the movement phase.

Back Attack: Much is made of attack vector in many TTRPG settings.  This neither simulates real-life nor helps game flow.  A player has a front and back (ignore flanks).  Attacks at front are normal.  Attacks from the rear are +4 to strike value, but hard to achieve.

A person or monster will always turn toward their attacker unless surprised/bushwhacked.  They will always choose to turn toward the attacker who did the most damage.  Thus, no flank or rear attacks can be made unless one of three conditions are met.

Rear Attack

  • Defender has been successfully hit in the combat round already (Pinned).
  • Defender is magically or physically constrained (Held)
  • The attacker uses skullduggery attack from the rear. (Bushwhacked/Back-stabbed)

Force Retreat/ Knock Back (optional):  If a target takes more than 50% LF damage in a single strike, they are forced back one square at attacker choice.  They must also make a morale check.  Attacker may advance into vacated hex.

Theatrical Roll Results (Very Optional)

Fore “critical” rolls use the theatrical rolls mechanic.  On a natural 1 the strike is fortuitous.  On a natural 20 the strike is disastrous. Roll on the chart below.

Fortuitous Result/ Lucky (Chart used even if no other physical damage done).

  1. Target takes +2 Damage
  2. Target takes +4 Damage
  3. Target Crippled, movement halved until healed.
  4. Target Bleeds lose 1LF per round until wound bound or magically healed
  5. Target Bleeds lose 2LF per round until wound bound or magically healed
  6. Target knocked down. Next movement phase may stand up, but make no attack.

Disastrous Result/ Unlucky (Chart used even if damage is done.)

  1. Off Balance: Foe gets immediate attack during your phase and again in their phase.
  2. Off Balance: Foe gets immediate attack during your phase and again in their phase.
  3. Stumble: Foe gets immediate attack during your phase and again in their phase. -2 to strike die.
  4. Weapon Dulled: -2 to damage rolls until repaired.
  5. Weapon Damage: -4 to damage rolls until repaired.
  6. Weapon Broken. No longer usable. (magic weapons do not break)