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# Current Organization of information needed for making an attack
## Heroes and Magic
### Explanation of Statistics
#### Fighting Capability
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.
## Campaign and Adventures
### Melee Combat
#### The Alternative Attack Matrices
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.

#### 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.

#### Men Attacking

**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.

#### Encounter Areas
#### Monster Lairs
**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
## Heroes and Magic
### Explanation of Statistics
#### Fighting Capability
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.

## Campaign and Adventures

### Melee Combat
#### The Alternative Attack Matrices
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.

#### Men Attacking

**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.
