This is a full explanation of a variant combat system for
Chaosium's
King Arthur Pendragon, using a conversion of the combat
rules from Columbia Games'
Harnmaster 2nd Edition.
The Harnmaster combat system is heavily oriented towards intelligent
approaches to combat, not hacking at things until they're chopped into
small bits. As a substitute for the normal Pendragon combat system, it
adds a host of options and intelligent tactics (particularly for the
peasant scum who don't need to obey the laws of chivalry), and it also
adds a grim realism that serves, in my opinion, as an excellent contrast
to the high-fantasy romantic Arthurian mythos.
Under construction.
Number of recent visitors with graphical browsers:
Basic Dice Mechanics
Harnmaster is a d100 (percentile) system. Pendragon is a d20 system.
This makes it very easy to convert between them. A Pendragon skill is
normally has a score from 0 to 20; a Harnmaster skill has a
Mastery Level (ML) from 0 to 100. Though Harnmaster's skill
levels are effectively generally lower than typical skill levels in
Pendragon, it's fairly reasonable to just make the equivalent ML
for a Pendragon skill, equal to the value of that Pendragon skill
multiplied by 5.
To test a skill in Harnmaster, you roll d100, with a 00 being a
100. If you roll your Effective Mastery Level (EML, equal to your ML
plus any relevant bonuses or penalties) or less on that roll, you have
succeed; if you exceed your EML, you have failed. A roll divisible by
5 (ending in a 0 or 5) is a critical success or failure; other
rolls are called marginal successes or failures. They are
abbreviated CS, CF, MS, and MF, for
Critical Success, Critical Failure, Marginal Success, and Marginal
Failure, respectively. Note that a Critical Success in Harnmaster is
not the extraordinary triumph it is in Pendragon, nor is a Critical
Failure in Harnmaster the disaster it is in Pendragon.
For the purposes of Pendragon-style Experience Checks, a Check is
granted for critical successes where the roll was 25 or less (i.e. on
a 5, 10, 15, 20, or 25), making it roughly equivalent to the Pendragon
5% chance of a a Check-worthy critical success. It does mean that for
extremely low skills, the likelihood of a Check is lower than it is
in Pendragon.
Weapons
There are three aspects to every weapon in Harnmaster --
Blunt, Edge and Point. These are essentially
damage types. For example, hitting someone with the flat of your
broadsword would do Blunt; hitting them with the sharpened edge
would do Edge; trying to run them through would do Point.
The relevant Pendragon weapons are given in this abbreviated
Weapon Data Table.
Weapon WT WQ A/D HM B E P
Hand/Arm - - 0/3 . 0 - -
Foot/Leg/Knee - - 1/1 . 1 - -
Head - - 0/0 . 1 - -
Kite Shield 7 14 1/5 . 3 - (3)
Dagger 1 11 1/0 . 1 2 5
Broadsword 3 12 3/2 . 3 5 3
Battlesword 8 13 5/2 -20 5 8 4
Mace 4 11 3/1 . 6 - -
Battleaxe 6 12 4/2 -15 6 9 (6)
Ball & Chain 4 12 4/2 . 6 - 4
Spear (6') 5 11 4/2 -10 4 - 7
Lance (10') 8 11 5/1 -15 8 - 4
A character's skill with a shield is considered to be equal to his
skill with the weapon he has in his other hand, for Pendragon
compatability purposes.
The battlesword is roughly equivalent to the Pendragon Greatsword.
The battleaxe is roughly equivalent to the Pendragon Great Axe.
The ball and chain is roughly equivalent to the Pendragon Flail.
A character's OML for the Unarmed skill is normally equal to SB3 of
STR, DEX, and AGL in Harnmaster; converted for Pendragon, it becomes
the average of STR and DEX, times three.
Armor
Different types of armor offer different amounts of protection against
each aspect, as well as Fire and Frost. For example, while Mail
(chainmail) is excellent at turning away edged weapons, it offers very
little protection against blunt impacts. However, unlike most other
RPGs (and unlike Pendragon), in Harnmaster, armor is worn in layers.
This means that you can wear, for example, a quilt undergarment
(excellent cushioning against blunt-impact weapons) under a mail
shirt, with reinforcements of platemail over your shoulders and
knees, all under a cloth surcoat.
All armor is cumulative. Each piece of armor only covers a few
specific body parts; the parts covered will depend on the specific
type of armor. You can put armor together in any reasonable
combination; of course, the more armor you have, the heavier a load
you're trying to tote around, and the faster you'll tire and the less
agile you'll be.
The standard 12-point Reinforced Chainmail from Pendragon becomes,
in Harnmaster terms:
- Bottom layer
- Quilt Tunic (WT 13.2, protects Ua Sh Tx Ab Hp Gr)
- Middle layer
- Mail Hauberk (WT 32.5, protects Fo El Ua Sh Tx Ab Hp Gr Th)
- Outer layer
- Cloth Surcoat (WT 7.8, protects Sh Tx Ab Hp Gr Th)
- Accoutrements
-
- Mail Leggings (WT 22.0, protects Hp Gr Th Kn Ca Ft)
- Mail Mittens (WT 2.0, protects Ha)
- Helm (pick one)
-
- Plate Halfhelm (WT 3.2, protects Sk)
- Plate 3/4 Helm (WT 5.6, protects Sk Fa)
- Great Helm (WT 8.8, protects Sk Fa Nk)
Variations upon this are of course possible; building up an entire
suit of armor from scratch is completely acceptable.
The relevant Pendragon armor materials, and their protective values,
are given below.
Material Blunt Edge Point Fire
Cloth 1 1 1 1
Quilt 5 3 2 4
Leather 2 4 3 3
Mail 2 8 5 1
Plate 6 10 6 2
Thus, the suit of Reinforced Chainmail given above (assuming the
Plate Great Helm is worn), works out to be the following (total
weight, 86.3):
| Part | Materials | Blunt | Edge | Point | Fire |
| Skull | Plate | 6 | 10 | 6 | 2 |
| Face | Plate | 6 | 10 | 6 | 2 |
| Neck | Plate | 6 | 10 | 6 | 2 |
| Shoulders | Quilt + Mail + Cloth | 8 | 12 | 8 | 6 |
| Upper Arms | Quilt + Mail | 7 | 11 | 7 | 5 |
| Elbows | Mail | 2 | 8 | 5 | 1 |
| Forearms | Mail | 2 | 8 | 5 | 1 |
| Hands | Mail | 2 | 8 | 5 | 1 |
| Thorax | Quilt + Mail + Cloth | 8 | 12 | 8 | 6 |
| Abdomen | Quilt + Mail + Cloth | 8 | 12 | 8 | 6 |
| Hips | Quilt + Mail + Mail + Cloth | 10 | 20 | 13 | 7 |
| Groin | Quilt + Mail + Mail + Cloth | 10 | 20 | 13 | 7 |
| Thighs | Quilt + Mail + Mail + Cloth | 10 | 20 | 13 | 7 |
| Knees | Mail | 2 | 8 | 5 | 1 |
| Calves | Mail | 2 | 8 | 5 | 1 |
| Feet | Mail | 2 | 8 | 5 | 1 |
The Combat Profile
- Endurance: Substitute the average of STR, CON
and SIZ.
- Pendragon takes the attitude that one's hit points are the sum of
CON and SIZ, on the philosophy that someone larger can take more
punishment. I find this reasonable enough to preserve (and it is in
keeping with the Harnmaster 2nd Edition idea of making Endurance the
average of several factors). STR is added into the equation because
it's part of Harnmaster Endurance, and because it factors into calculating
Encumbrance Penalties (which logically should be strength-based).
- Move: Substitute the average of STR and DEX.
- Pendragon uses both of these statistics to compute movement rate,
while Harnmaster uses pure Agility. I bow to the difference in what
Pendragon's Statistics and Harnmaster's Attributes mean. Note that
Move is subject to Physical Penalty.
- Dodge: Equal to DEX x 5.
- The use of DEX here is completely equivalent to Harnmaster's Agility.
This is a skill.
- Load: Equal to the total weight of items carried.
- Inventory control must be done in a much stricter manner than it
is in Pendragon.
- Encumbrance Penalty: Equal to Load divided by Encumbrance.
- This is the same as it in Harnmaster.
- Weapon ML: Equal to the character's relevant
Weapon Skill x 5.
- I have decided not to use the SBs for calculating OML for weapons
at all, except for cases where the character is using a weapon that
he does not have a skill in. The Attack ML (AML) is equal to
Weapon ML + (WAC x 5), and the Defense ML (DML) is equal
to Weapon ML + (WDC x 5), as it is in normal Harnmaster.
Combat Sequence
Harnmaster combat is a round-based system. One round is equal
to ten seconds (give or take); within a round, each character receives
a Turn in which he can select and execute an Action Option.
Unlike normal Harnmaster, the Initiative skill is not used. Action
declarations go in order from lowest DEX to highest DEX (ties are
broken by who has the higher Weapon Skill), Actions are resolved in
reverse order of declarations.
Before presenting the available Action Options, it is first necessary
to define some terms:
- Movement
- The number of hexes a character can normally move per round
(their Full Move) is equal to the character's Move
statistic (average of STR and DEX, minus Physical Penalty). A
Half-Move is half of this; a Double Move is double
this. A conscious character is always able to move at least one hex
per turn.
- Engagement Zones
- Each character has an Engagement Zone of the hex he is occupying,
plus all adjacent hexes. A prone character's Engagement Zone is only
the hex he is in (though he may be engaged by non-prone characters
in adjacent hexes). Engagement Zones may be restricted by terrain
and barriers.
The Action Options available to unengaged characters are as follows:
- Rest
- Do nothing (except tend to wounds and other reasonable small
actions). May defend normally if attacked.
- Free Move
- Move up to a Double Move, as long as you do not enter an enemy
Engagement Zone. During the move, weapons can be changed, doors can
be opened, etc.
- Engage
- Make a Half-Move to engage an enemy, then, optionally,
conduct a Melee Attack.
- Charge
- Make a Full Move to engage an enemy, then, mandatorily,
conduct a Melee Attack.
The Action Options available to engaged characters are as follows:
- Pass
- Do nothing (forfeit a Turn). May defend normally if attacked.
- Disengage
- Move one hex, and then, if now unengaged, make a Half-Move.
Movement is terminated if another enemy Engagement Zone is entered,
though no attack may be made.
The Action Options available to all characters are as follows:
- Rise
- Get up from a prone position (including getting up after stumbling).
As with normal Pendragon, this is normally automatically successful.
- Grope
- Do something that requires manual dexterity, such as pick up a
weapon or string a bow. This is normally automatically successful.
Attacker's Declaration
When a melee attack is made, the attacking player must declare the following:
- Target
-
The target must be within the attacker's Engagement Zone.
- Aim
-
You can aim High, Middle, or Low. Aiming High or Low carries a penalty
of -10 to EML, in normal circumstances; this penalty may be adjusted for
relative height of the target and attacker. Note that a standing opponent
attacking a prone opponent receives a bonus of +20 to his EML, and a
prone opponent receives a penalty of -20 to his EML; since there is no
opposed resolution in the Pendragon style, this penalty is not reflexive,
as it is in Pendragon.
- Aspect
-
You must declare which aspect of your weapon you are using. Normally,
this will be the aspect of your weapon with the highest rating, but
there will be times when you want, for example, to hit someone with
the flat of your sword, doing Blunt rather than Edge damage.
Defender's Declaration
In response to an attack, the defender must declare a Defense
Tactic, choosing from the following list:
- Ignore
- Do nothing (making it very likely the blow will hit and do damage).
- Block
- This is an attempt to parry the blow. You may parry with an object
or with a body part (such as a hand or arm). Note that if you parry with
a body part, and the attack hits, it will be considered to hit that
body part (but having a broken arm may be preferable to having a
club smack you in the face, for instance). A Critical Failure here
may result in a fumble. Tactical advantages may be earned this way.
- Dodge
- This is an attempt to get out of the way of the blow. A Critical
Failure here may result in a stumble (tripping and falling, effectively).
Tactical advantages may be earned this way.
- Counterstrike
- This is an attempt to launch an offensive of your own. Though you
may have the opportunity to deal damage to your opponent, counterstriking
favors the attacker. Still, this is particularly useful if you are
fighting an unskillful opponent.
The choice of defensive tactic is an important one. You may wish to
"play the charts" to earn a Tactical Advantage (TA), an
additional Action Option, thus allowing you to do things like grab a
weapon you dropped the previous round. You can only earn one TA per
Turn, but you may earn multiple TAs in a single round.
Please note that taking advantage of TAs is not unchivalrous!
Manuevering yourself into a position where you have a TA is simply
fighting intelligently; there's nothing dishonorable about being a
good fighter, and it's not cowardly to block in hopes of earning a
chance to counterattack. Nothing about a TA implies that you have
placed your opponent in an unfair position. Hitting your opponent
while he is weaponless or prone is unchivalrous, of course.
Injury
The following additional rules, derived from Harnmaster 1st
Edition (particularlly the Mounted
Combat Rules) also apply:
- A charging attack from horseback does an additional die of impact,
and the attacker who achieves a successful strike must make a Fumble
roll to see if he has dropped the striking weapon.
- Falling from one's horse does Blunt impact (protected by armor) to
a random body part, depending on the speed of the horse (1d6 to 5d6
for standing still, walk, trot, canter, and gallop, respectively).
- Any single blunt strike whose Effective Impact exceeds the
character's SIZ will cause the character to be knocked back a
hex. A character who is knocked back must make an immediate
Stumble Roll. A knockback of a mounted character unhorses him.
- An Effective Impact of less than 5 with Edge or Point results in a
wound which is a bruise, not a cut or a puncture.
Lydia Leong / lwl@digex.net / February 3rd, 1997