Current Organization of information needed for making an attack

Fighting Capability is a two-fold statistic indicating the number of men a figure will fight as in normal combat, and whether a figure can participate in fantastic combat as a Hero, Superhero, or Wizard.

1:1 scale battles can be resolved with the alternative attack matrices

The alternative matrices bring normal and fantastic combat together in a single system that can be used for any contest involving the principal figures of the campaign, regardless of their fighting capability. Normal-tier player characters, heroes, giants, and dragons alike can all use the alternative attack matrices, with hit probability proportional to fighting capability.

Fantastic types versus normal types When a powerful fantastic figure meets normal types in combat it fights as multiple men by throwing one man-equivalent attack for each of its hit dice. Adjust the first attack throw for additional hit points, if any. Thus, a 4 HD hero would attack four times as a man, and a 6 + 3 HD troll would attack six times as a man adjusting its first throw by +3.

The referee determines the score needed to hit the target’s armor class on the alternative matrices. Use the first row of Attack Matrix 1 when attacking as a man, or the appropriate row of Attack Matrices 1 and 2 when attacking as a more powerful type. The player throws an attack roll with a single twenty-sided die.

Attack rolls may be adjusted for fighting capability, tactical factors, magical armor and weapons, and other factors, with a total equal to or greater than the number needed indicating a hit. Anything less indicates a miss.

Table 32: Alternative Attack Matrix 1: Men Attacking

Fighting capability adjustments are applied to the attack die.

E.g., a 2nd level magic-user (Man +1) uses the Man matrix and applies +1 to the die; a 4th level cleric (Hero -1) uses the Hero matrix and applies -1 to the attack die.

A magic-user fights as a man at levels 1–3, as a hero at levels 4–9, and as a wizard at levels 10+. Wizard FC is equivalent to superhero-1 versus intrinsically magical monsters, or otherwise hero+1. A cleric fights as a man at levels 1–3, as a hero at levels 4–7, and as a patriarch at levels 8+. Patriarch FC is equivalent to superhero-1 versus any monster that can be turned, or otherwise hero +1.

Wilderness Encounter Tables

Normal types include men, dwarfs, goblins, orcs, and other (generally 1 HD) man-like figures. Super-normal types include cavemen, gnolls, ghouls, and other greater than 1 HD man-like figures. Heroic types include ogres, lycanthropes, and other 3–6 HD figures. Superheroic types include giants, dragons, and other 7+ HD figures.

My idea for reorganization

Fighting Capability is a two-fold statistic indicating the number of men a figure will fight as in normal combat, and whether a figure can participate in fantastic combat as a Hero, Superhero, or Wizard.

When a powerful fantastic figure meets normal types in combat it fights as multiple men by throwing one man-equivalent attack for each of its hit dice. Adjust the first attack throw for additional hit points, if any. Thus, a 4 HD hero would attack four times as a man, and a 6 + 3 HD troll would attack six times as a man adjusting its first throw by +3.

Normal types include men, dwarfs, goblins, orcs, and other (generally 1 HD) man-like figures. Super-normal types include cavemen, gnolls, ghouls, and other greater than 1 HD man-like figures. Heroic types include ogres, lycanthropes, and other 3–6 HD figures. Superheroic types include giants, dragons, and other 7+ HD figures.

See Men Attacking in the Campaign and Adventures Book.

1:1 scale battles can be resolved with the alternative attack matrices

The alternative matrices bring normal and fantastic combat together in a single system that can be used for any contest involving the principal figures of the campaign, regardless of their fighting capability. Normal-tier player characters, heroes, giants, and dragons alike can all use the alternative attack matrices, with hit probability proportional to fighting capability.

Determining Hits with the Alternative Matrices

The referee determines the score needed to hit the target’s armor class on the alternative matrices. Use the first row of Attack Matrix 1 when attacking as a man, or the appropriate row of Attack Matrices 1 and 2 when attacking as a more powerful type. The player throws an attack roll with a single twenty-sided die.

Attack rolls may be adjusted for fighting capability, tactical factors, magical armor and weapons, and other factors, with a total equal to or greater than the number needed indicating a hit. Anything less indicates a miss.

Table 32: Alternative Attack Matrix 1: Men Attacking

Fighting capability adjustments are applied to the attack die.

E.g., a 2nd level magic-user (Man +1) uses the Man matrix and applies +1 to the die; a 4th level cleric (Hero -1) uses the Hero matrix and applies -1 to the attack die.

A magic-user fights as a man at levels 1–3, as a hero at levels 4–9, and as a wizard at levels 10+. Wizard FC is equivalent to superhero-1 versus intrinsically magical monsters, or otherwise hero+1. A cleric fights as a man at levels 1–3, as a hero at levels 4–7, and as a patriarch at levels 8+. Patriarch FC is equivalent to superhero-1 versus any monster that can be turned, or otherwise hero +1.