Tales of the Elizabeth
Other House Rules
Melee Combat House Rules
If a character chooses to Dodge a blow in melee combat his next attack is considered Difficult, since he has unbalanced himself while dodging.
Parrying heavy weapons
Since massive weapons have a great deal of momentum when swung or thrust they are correspondingly more difficult to parry with a standard weapon than when using a shield. If a character tries to use his weapon to parry a blow from a weapon of SIZ 2 or larger he must make a Difficult roll to succeed. Using a shield or dodging instead simply requires a Normal roll to succeed.
Two weapon fighting
Fighting with two one-handed weapons effectively requires a character to have a minimum STR equal to or higher than the total STR requirements of both weapons added together. For example, a Dagger requires a minimum STR of 4, and a Long Sword a minimum STR of 7, so a character would need a minimum STR of 4+7=11 to dual wield these in combat.
If a character is armed with two weapons he can attack and parry once with each of them per combat round. Off-hand weapon attacks and parries are considered Difficult, unless the wielder is ambidextrous (i.e. has DEX of 16 or higher). If the wielder is ambidextrous he gets an individual attack and a parry with each weapon per combat round at no penalty to either. The first off-hand attack is at 5 DEX ranks later than the main hand attack. Any further possible attack will come at 5 DEX ranks later than the previous attack – see BGB pp. 233-234.
If a character achieves a Special parry result with a shield or off-hand weapon, he has succeeded in turning his opponent’s weapon away and created an opening to Riposte. The character is allowed an immediate free Riposte attack with the weapon or shield that didn’t parry. If a character achieves a Critical parry result this Riposte attack is Difficult for his opponent to parry or dodge.
Weapon and shield breakage
If a weapon is used for parrying and takes more damage in one blow than it has Hit Points, the weapon is immediately considered broken, and any further damage passes on to the target of the blow. If a shield takes more damage than it has Hit Points its Hit Points are reduced by the amount of the excess damage, and is considered broken if its Hit Points reach zero. Any damage a shield takes past zero passes on to the arm of the bearer.