The Rules of Battle: A Call To Arms
The Rules of Battle: A Call To Arms
The Rules of Battle: A Call To Arms
Some fantasy role-playing games have rules for combat that can be more involved than the players really
want. Most games limit the types of weapons that a particular class can use. These rules are provided to give
ideas in your fantasy role-playing game. Maybe combats take too long for your taste, if you were to do things
“by-the-book”. Maybe you want a wizard swinging a great sword in your games. These options will help you
add this flavor to your games.
A Call to Arms
If you do not use rule aspects such as weapon speed, range,
damage versus armor, specializations, or damage versus
size…you may want to remove the variable weapon damage rule
from your game. This will better help you in allowing for any
class to use any weapon. If you want a mage that wields a two-
handed sword or a priest with a holy spear…this rule will allow
for that without removing the importance of the warrior
classes. This rule sets all weapon damages based on the class
of the character. Below is a table that shows what damage
particular weapons do, dependent on who is wielding the
weapon. There are 3 categories of adventurers. There are
Warriors (warriors, barbarians, rangers, or paladins), Partial
(priests, druids, thieves, or bards), and Non (wizards or
illusionists). There are 4 “types” of weapons listed below.
1. Weapon Speed
2. Weapon Length
3. Damage versus Armor (and/or Small, Medium, and Large)
4. Fire Rate
5. Spell Casting Time
Once you are ready to get rid of these elements, then you can begin. The steps to battle are listed below…
If surprise needs to be determined, whoever gains surprise over the other gets to do a round of attack on the
surprised group. This is basically performing steps 1, 3, and 5. Once the surprise round is complete, then
steps 1-6 are repeated until there is a winner. If initiative is a tie, then everyone resolves their actions but it
really happens simultaneously in game time (meaning two opponents have a potential to kill each other).
Ranged weapons happen when melee weapons do. Spells are cast with no regard to casting time. They
simply take effect at the end of the combat round they were cast.
The goal of this system is to have a combat that is easy to track and with
fewer variables. It is also designed in an older gaming style of combat
where miniatures were not often used. It should only be used if you feel
combats are taking too long in your games.