If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.
I forgot a few details in combat again: Namely, how a GM runs a monster from a stat block, and how a ranged weapon hits an ally when attacking into melee rank.
A stat block consists: Number appearing, attacks/damage, save as, armour, hit dice, movement type, morale, treasure type, special notes on attacks and defences. So, what does a GM so with all this?
- Initiative is equal the highest facing on the damage dice.
- Roll hit dice to calculate HP.
- Move up movement.
- For each attack, threaten damage equal to a roll of a damage dice within range.
- Take damage first to armour and then to hit points.
- Roll a morale check when appropriate.
Cool. Rolls are supposed to be player-facing, so no saving throws at all, however HP work the same, so too-and-fro should continue. Let’s see in play how that works, or whether we need to incorporate saving throws into the GMs side of combat.
Now for ranged attacks. This is easy.
If attacking with a ranged weapon into melee rank, on a fail or missed success, randomly select an ally, and threaten damage against them instead.
Cool. Just filling in the gaps.
This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on further developments in combat.
Idle Cartulary
4th June 2022


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