Classic Rules
Two dice rolls; one for the attack, and one for damage
Once you’ve hit an opponent, you then inflict damage. Your
damage roll determines if you struck a telling blow or one
that was glancing and ineffectual. Armor is important here, as
it protects the wearer from a certain amount of damage. The
procedure for calculating damage follows.
- Roll your weapon’s damage and add your Strength ability and any other relevant modifiers (such as talents and magic). You can find the damage for each weapon in Chapter 4: Weapons, Armor, & Gear. Note that weapons from the Bows Group add Perception instead of Strength to damage.
- Subtract the armor rating of your opponent’s armor (unless it’s penetrating damage, in which case skip this step). The result of steps 1 and 2 is your damage total. You inflict this amount of Health damage on your opponent. Note that if your opponent is well-armored you may hit but inflict no damage at all.
Homebrew Rules
One dice roll; using the dragon dice and a multiplier
If the dice total (plus modifiers) hits an opponent on the initial dice roll, you then inflict damage. You determine if you struck a telling blow or one that was glancing and ineffectual. Armor is important here, as it protects the wearer from a certain amount of damage. The procedure for calculating damage follows.
- Take the value of your off-colored Dragon die, multiply it against your weapon’s homebrew damage multiplier, and add your Strength ability and any other relevant modifiers (such as talents and magic). Note that weapons from the Bows Group add Perception instead of Strength to damage.
- Subtract the armor rating of your opponent’s armor (unless it’s penetrating damage, in which case skip this step). The result of steps 1 and 2 is your damage total. You inflict this amount of Health damage on your opponent. Note that if your opponent is well-armored you may hit but inflict no damage at all.