Defending#

Nobody remembers a good parry. That's rather the point of it.

A duelist of Amone

Not getting hit

Your Defense is the number an attack has to reach to hit you: your Natural AC and Dexterity modifier, plus a parry, a shield and a dodge if you’re trained in them. Armor doesn’t make you harder to hit. It takes a share off the blows that land, and it wears down as they do.

Your Defense#

Add these up, and write the total in the Defend box on your sheet:

Natural AC
From your race: 10 for a human, 15 for a dwarf, 5 for a pixie. It's the Natural AC row on the sheet.
Your Dexterity modifier
Getting out of the way.
Your guards
A parry, a shield and a dodge, for those trained in them.
Anything else
Spells and stances that say they raise your Defense or your AC.

A creature’s Defense is the AC on its Creatures entry. Its guards are already in that number.

Against arrows

Parries, shields and dodges don’t count against a shot or a throw. Against those, your Defense is only your Natural AC and Dexterity modifier.

Parry, shield and dodge#

Three guards add to your Defense. Each needs its ability, and each adds that ability’s efficacy divided by a number, rounded down.

GuardNeedsAdds to Defense
ParryThe parry ability and a weapon in handEfficacy ÷ 20, up to +5
ShieldA shield in your off hand+1 for carrying it, and the shields ability’s efficacy ÷ 20 on top, up to +6
DodgeThe greater dodging abilityEfficacy ÷ 25, up to +4

A page with 40 efficacy in shields and a shield on her arm adds 3.

The classes that learn each guard, with a tick where they start with it and a level where they learn it later:

ParryShieldDodge
Headhunter·✓✓
Page·✓✓
Plainsman··✓
Pickpocket✓·✓
Scout··✓
Runescribe·✓✓
Monk··✓
Minstrel✓·✓

Heavy armor

Heavy armor slows a dodge. For each heavy piece past the second on your chest, head, legs, feet or hands, take 1 off your Defense, up to 3.

Off your feet#

Where you are when a blow comes matters as much as what you wear. A sentry asleep at their post takes twice the damage and can’t defend at all. Damage taken is rounded down.

PositionDamage takenGuards
StandingWholeCount
Sitting×1.25Count
Resting×1.5Lost
Asleep, stunned or down×2Lost
Prone
Knocked down or tripped. Take 2 off your attack rolls and 4 off your Defense until you get up, which takes a turn.
Off-balance
Take 2 off your Defense until your next turn.
Stunned
You lose your turns while it lasts, your guards don't count and blows do double.
Blind
Take 4 off your attack rolls, or 2 if you have blind fighting.

Creatures off their feet

A creature has no guards of its own to lose. Where a character would lose theirs, take 2 off the creature’s AC instead.

Wear, and where a blow lands#

A blow that does damage to anyone of level 15 or more may wear down what they wear. The attacker can say where they’re aiming. If they don’t, roll a d100 for where the blow lands:

  1. Head0 to 5
  2. Shoulders6 to 12
  3. Arms13 to 18
  4. Wrists19 to 22
  5. Hands23 to 24
  6. Chest25 to 65
  7. Back66 to 74
  8. Waist75 to 87
  9. Legs88 to 98
  10. Feet99 to 100

If a piece is worn there, roll a d100 again. At or under a third of its tier’s wear (Materials), it loses a point of its tier’s durability. Metal, stone and gems, cloth, leather, wood and the exotic stuff all wear this way, and the craftsmanship makes no difference. At 0 the piece is gone: metal is beaten into a hunk, stone, gems and the exotic stuff into dust, cloth and leather to threads and wood to sawdust.

A shield that blocks a blow rolls the same way, whether or not the blow then hurts. A parry wears nothing, and weapons don’t wear from blows, but for a fumble.

Pieces nobody aims at

Necklaces and rings are never hit. They add their AC to yours and keep it when everything else has been knocked to pieces.