Initiative (INI): determines who gets to act when in combat. Each hero (and each enemy) has a Base Initiative Value, calculated from Courage, Intuition, and Agility. Armor Encumbrance is subtracted from Initiative. Using certain weapons or shields may also modify Initiative. At the beginning of each battle, Initiative is determined by rolling a six-sided die and adding the result to the modified Base Initiative Value. The end result determines who gets to act when during this combat. Attack Value (AT): This value tells you how good your hero is with the weapons she is using. Each hero has a Base Attack Value. It is calculated from Courage, Agility, and Strength. Each weapon has been grouped with a particular Combat Talent. To use a weapon, you add the attack part of your TP in the respective Combat Talent to your Base Attack Value. Some weapons have Weapon Modifiers, further changing your hero's Attack Value. If your hero is using a shield, your Attack Value will be reduced accordingly. Parry Value (PA): This value tells you how good your hero is a parrying an enemy's successful attack. Each hero has a Base Parry Value. It is calculated from Intuition, Agility, and Strength. Each weapon has been grouped with a particular Combat Talent. To use any weapon, you add the parry part of your TP in the respective Combat Talent to your Base Parry Value. Some weapons have Weapon Modifiers, further changing your hero's Parry Value. Using a shield, however, usually increases your Parry Value since shields directly modify Base Parry Value. Improving Attack and Parry Values: The maximum value of any Combat Talent may not exceed the sum of either AG or ST (whichever is higher) +3. Thus, a hero with AG 12 and ST 15 may not advance any Combat Talent beyond a TP of 18. If TP in a particular Combat Talent is improved, you need to decide whether you increase AT or PA in this Talent. Hint: Should you ever reach this boundary and still want to increase your combat prowess, you need to advance the higher of the two Attribute Values first. Hit Points: (HP): The damage inflicted on the defender. Hit Points are determined by the weapon used in the attack. Armor Rating (AR): AR absorbs damage; it is determined by the type of armor worn. AR is subtracted from the amount of HP scored by the attacker. The resulting difference are known as Damage Points (DP). Damage Points (DP): Hit Points minus Armor Rating. This is the actual amount of points subtracted from your Vitality once you've been hit. Encumbrance (EC): How movement and agility are impeded by the type of armor worn; this is directly determined by the armor. Effective Encumbrance (EEC): This tells you how EC actually effects your hero, depending on the Combat Talent the weapon you are wielding has been assigned to. Employing a "fast" weapon (such as an epée or a dagger) is more impeded by high EC than using a "slow" weapon (such as a two-handed sword). Ranged Combat (RC): The Attack Value of a ranged weapon is calculated on the basis of a Ranged Combat Base Attack Value (determined by Intuition, Dexterity, and Agility) and Talent Prowess with the respective ranged weapon. TDE Browser adventures only allow you to make use of the Throwing Knives Talent. Unarmed Combat: Whenever your hero doesn't have access to a weapon, she will fight with her bare hands. To state it outright: this is a very dangerous course of action, which you should try to avoid in all but the most dire of circumstances. Take special care to select an active weapon for your hero after trading! Since unarmed combat in a TDE Browser adventure is the exception rather than the rule, we needed to modify the standard TDE rules slightly: Your Unarmed Attack Value is your Base Attack Value minus 1; your Unarmed Parry Value is your Base Parry Value minus 2. There is no corresponding Talent (such as Brawling) that may be used or advanced. Encumbrance due to armor is not taken into account, which makes unarmed combat a bit easier for your hero, because otherwise AT and PA values were even lower. You hero does 1d+0 Hit Points in unarmed combat. These are real Hit Points here, doing real damage (instead of just modifying an opponent's Endurance or being halved). If your unarmed hero succeeds in an attack but your opponent manages to parry, your hero is wounded by the opponent's weapon and takes half the weapon's standard damage. (This also applies to monsters and creatures not actually using a weapon. There are no exceptions.) Your unarmed hero may still try to "parry." However, this is to be understood rather as a form of dodging, meaning your hero actually does not incure damage on a successful "parry." |