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Hexhunt
  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
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        • Cook
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        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
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    • Factions
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    • NPCs
    • Divination
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    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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On this page
  • Attacking and Damaging
  • Weapons and Armour
  • Critical Hits
  1. Of Sword & Sorcery
  2. Combat

Alternate Combat Rules

Attacking and Damaging

When there are many combatants fighting each other, rolling for damage might slow the game down, as the solo gamer rolls all his dice alone. So instead of rolling for damage, you just roll for attack, and if it registers a hit, the target receives a predetermined damage.

Weapons and Armour

A weapon's attack die indicates the damage it deals. This does not require a roll. Add the character's STR (if melee) and DEX (if ranged) to damage. You may also prefer to ignore damage types, for quicker results.

For example; if a character with a STR score of 6 wielding a longsword registers a hit, the damage it causes on the target is 2+6, as longsword uses 2d6 for damage, an his STR score is 6.

For armour, disregard different types of armour and just treat them as Light (+1), Medium (+2), and Heavy (+3).

Critical Hits

If it is a critical hit, the damage bypasses the armour, dealing it fully.

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Last updated 2 years ago

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