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RollspelsWiki : Melee Combat

Melee Combat

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Melee Combat

Melee Combat

Dexterity, Untrained OK, Requires Specialisation

This skill covers all forms of armed melee combat, unarmed melee combat is covered by the fighting skill. Melee Combat requires one (or more) specialisations. Each specialisation represents the skills required for one particular group of weapons; in effect each specialisation represents one specific fighting style. The different weapon groups are somewhat compatible with each other, see below for further details.

Check: melee combat specialisation + Dexterity + size modifier + miscellaneous modifiers

Try again: No

Specialisations: The following melee combat weapon groups exist:

  • 1h weapon (axes, maces and hammers)
  • 1h weapon & shield (axes, maces and hammers combined with a shield)
  • 2h weapons (axes, mauls and hammers)
  • 1h sword (shortswords, scimitars, broadswords and longswords)
  • 1h sword & shield (shortswords, scimitars, broadswords, longswords and 1h bastardswords combined with a shield)
  • 2h sword (2h bastardswords and greatswords)
  • 1h flail
  • 1h flails & shield
  • 2h flails
  • Rapier
  • Rapier & buckler
  • Rapier & dagger (includes fighting with a cloak as a “shield”)1
  • Dagger
  • Polearm (spears, polearms and staffs)
  • Polearm & shield (spears, polearms and staffs combined with a shield)

The various weapon group skills are (in varying degrees) compatible with each other, someone trained in using 1h swords are, for example, able to use some of those skills when using 1h weapons. On the other hand a skill in some weapon groups will help very little if you are stuck with a weapon from a very different style of fighting. If a character tries to use a weapon from a weapon group that is closely related to the one in which he has a skill he receives a −3 penalty to the his attack bonus, if he tries to use a weapon from a weapon group that is only distantly related to the one he is skilled in, he will receive a −6 penalty to his attack bonus. Those weapons groups that are neither close nor distant are non-compatible and weapons in those groups must be used with their own skills.

Weapon Group Compatibility Table:

Weapon groupClose (−3)Distant (−6)
1h weapon1h weapon & shield1h flail
 2h weapons1h sword
1h weapon & shield1h weapon1h flail & shield
 1h sword & shield 
2h weapons1h weapon2h swords
 2h flails 
 Polearms 
1h sword1h sword & shield1h weapon
 2h swordsDagger
1h sword & shield1h weapon & shield1h flail & shield
 1h sword 
2h swords1h sword2h weapons
 Polearms 
1h flail1h flail & shield1h weapon
 2h flails 
1h flails & shield1h flail1h weapon & shield
2h flails2h weaponsPolearms
RapierRapier & buckler 
 Rapier & dagger 
 1h sword 
 Dagger 
Rapier & bucklerRapier 
 Dagger 
 1h sword & shield 
 1h sword 
Rapier & daggerRapier 
 Dagger 
 1h sword 
DaggerRapier1h sword
 Rapier & daggerRapier & buckler
Polearms2h weapons2h swords
 Polearms & shield2h flails
Polearms & shieldPolearms 

 

(1) Includes a variant of the Two-Weapon fighting feat and the Two-Weapon defence feat. If the character attempts to perform two attacks in a round, the attack roll with each weapon is at –2 (because the off-hand weapon, i.e. the dagger, is a light weapon). The two-weapon fighting style also improves the Defence. When wielding both the rapier and the dagger (but not while unarmed) and using parry defence, the character gains a +1 bonus to his Defence. When using total defence, this bonus increases to +2. NB! These bonuses are only applicable when fighting with a rapier and a dagger!

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Sidan senast ändrad 2005-12-03 kl. 15:00

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