Simple 2d6 is fast and easy. It doesn’t suffer from the kung-fu movie beat of most games, in that there’s no my turn your turn pacing to combat. Everyone just declares their target, rolls, and the higher rolls inflict damage on their targets.
One on One
Sir Roger is fighting Garth of the Dirks. Roger has an arming sword and a shield. Garth a pair of dirks.
Roger has Melee of +6 and is fighting in the power style, so adds his Strength bonus of 2, for Melee of +8.
Garth of the Dirks is fighting in the speed style (the only other style) and adds his Agility bonus of 3 to Melee +3 for a total of +6.
Roger and Garth are ready and know they’re about to fight. Roger’s shield gives him +1 to melee, as does Garth’s extra dagger. Roger has +9 and Garth has +7.
They both roll, comparing results.
Roger turns up a 9, for 18.
Garth’s dice land on 7 for 14.
Roger hits Garth for 4 points. Luckily Garth had the foresight to wear some armour, a padded haubergeon, and its armour value of 2 reduces the damage on Garth to 2 points.
Now the fun thing here is that your campaign can be setup for different levels of combat intensity with minor changes to the rules. The standard is for heroic adventure and everyone can take a bit of damage, equal to their Toughness, before they start to death spiral out with Wounds. If it was to be a gritty, hardboiled, sword noir kind of game, then you’d just have the Wounds start immediately. Let’s say this is a hardboiled campaign.
Garth has 4 wounds. That’s –4 to all combat and skill checks. He’s in bad shape.
That’s the end of the first bout, or combat round.
Neither tries to disengage and flee. The combat continues.
Roger rolls 9 again, for 18.
Garth rolls 6, for 13, but is –4 from wounds. Only 9.
Roger chops him open for 9 more damage, –2 from armour, and nets 7 points inflicted on Garth. Garth is at –10 and since that’s higher than any of his statistics he is unable to continue.
Three on One
Garth’s friends arrive too late to help their buddy. Roger stands victorious. The three friends look at each other, draw their shortswords, and spring to the attack.
“For the shire,” the cry.
Roger looks them over and thinks they’re all rather short and quaint but intends to cut them into smaller, less offensive pieces.
Since the friends, Fred, Simon, and Peter, outnumber Roger they get to help each other. Each ally adds one to each fighter. So there’s three, that means each fighter gets +2, since they can’t aid themselves any more than they are with skills and stats. They all have Melee of +4 and Agility +2, for +6, but with their allies, they have +8 each.
They all roll.
Roger rolls box cars, 12, +9, for 21.
Fred gets total of 18. Simon scores 16, and Peter, 16.
Roger can only wound one of them and chooses Simon, to inflict 5 points. Simon has no armour and chooses to disengage, rather than die.
They all roll.
Roger rolls 7, adds 9, and ends up with 16.
With only one ally, Fred and Peter have only +1 for that, so they get dice +7.
Fred scores 10 on the dice, adding seven, for 17.
Peter scores 4 on the dice, adds seven, for 11.
Fred hits Roger for one point. Roger’s shield has armour value of 1 and deflects the strike.
Roger hits Peter for 5 points, and Peter follows Simon’s lead, to run for his life.
Roger and Fred face off.
Fred has to pull something out of his proverbial hat. He goes for a Gambit. Roger fights straight up. Secretly Fred’s player declares his Gambit of 4 points (no more than his melee skill). It might be a post-it note, a scarp piece of paper, a white board, or even a playing card with the Gambit value represented with a number.
Rogers scores 6 on the dice, adds 9, ending with 15.
Fred rolls 11 on the dice, adds 7, for 18.
Fred won. He inflicts 3 but because of his Gambit of 4 points he increases the result and inflicts 7 damage on Roger. If Fred had of lost Roger would have added 4 to his result.
Roger’s shield reduces damage by 1, leaving 6 points. Now Roger is at –6 and it’s his turn to run.
So there you have it. Simple 2d6 melee combat is really quite easy, and when setup for grittiness, is very dangerous. To make it more traditional the damage accrued has to exceed Toughness to start inflicting wounds and therefore penalties. With an average Toughness of 7, this lets most people take two decent hits before they start to lose their combat effectiveness.
Well dear reader, I hope that shows how simple it is to resolve a combat in Simple 2d6. If you would like to read more leave some comments. Would you like the next post to be a full fight between two heavily armed, armoured, and skilled opponents to show how Gambits are used to win such duels?