Combat
sequence
It’s really simple. No initiative, both sides of combat roll 2d6 (with optional / additional re-rolls described here), the one who scored higher deals damage.
Damage is calculated depending on difference between the two scores:
All damage in physical combat is deducted from Flesh.
If the hit target was unarmored, the minimum damage they receive is 1.
What about more than two participants of combat? Let’s say that one combatant can damage only one opponent during each round. Thus, if they win combat rolls against two or more foes, only one becomes wounded. Or not. It’s your game, do whatever you want!
Obviously, weapons and armor will affect the damage.
Unarmed attacks, such like fists or headbutts, deal maximum 1 point of damage;
Knives, clubs, staves etc.: +1 damage;
Swords, axes, maces and similar one-handed weapons: +2 damage;
Poleaxes, greatswords: +3 damage;
Slings, thrown weapons: +1 damage;
Bows and crossbows: +2 damage;
Light armor: -1 damage;
Heavy armor: -2 damage;
Shields? I have no fucking idea. OK, let’s figure it out: -1 damage, gets damaged itself when doubles or ties (with an opponent) are rolled. Gets destroyed after third time.
If you survived combat, treat your wounds to regain 1 Flesh point, if any were lost during that fight.
Damage, damage, damage, damaged, damages, damage, damage, damaged. Fuck me. I wanted to make it short and concise but the only thing I succeeded it is damage.





The 2d6 simultaneous resolution is actually brilliant for solo play. Removing initiative means less bookkeeping and the damage scaling by difference naturally creates tension without bloat. I ran a solo dungeon crawl once with a similar system and found that asymetric combat (1v3, etc.) ended up way more interesting than balanced encounters. The shield mechanic feels right too, damage on ties makes them feel tactical rather than just passive.
With two participants in combat…
What about… ? The side with greater numbers rolls with Advantage (3d6 and drop lowest). This encourages working together and builds in some mechanics possibilities. For instance, dude could have a skill (“Brawler”) that allows him to also roll Advantage when outnumbered.
I’m just thinking how it might slow things down to figure out who didn’t hit.
Just an idea. Keep going!!!!!!