I advocate using D10 + SPD, instead of D20 + SPD. This better simulates the greater chance of high speed characters acting first.
Melee Initiative :
The current rules don't allow for the fact that certain weapons are faster than others.
Here are the rules:
| Melee Weapon | Initiative Modifier |
|---|---|
| Small, One-Handed (e.g. Dagger, Knife) | +1 |
| Standard, One-Handed (e.g. Sword, Mace) | 0 |
| Flexible, One-Handed (e.g. Flail, Whip) | -1 |
| Stave, Jaka Bastard sword | -1 |
| Two-Handed Weapon (e.g. Greatsword, Halberd) | -3 |
| Two-Handed Flexible Weapon (e.g. Sauran Warwhip) | -4 |
| Giant-sized Weapons (e.g. Kharakhan axe) | -5 |
| Unarmed (including Da-Khar, Garde) | -1 |
| Readied Missile Weapon | Initiative Modifier |
|---|---|
| Fired Ballistic (e.g. Bow, Crossbow) | +5 |
| Small Thrown (e.g. Knife, Bolas) | +4 |
| Large Thrown (e.g. Spear, Javelin) | +3 |
| Spell Type | Initiative Modifier |
|---|---|
| Defensive | -3 |
| Offensive | -5 |
| Others | -10 |
| Area/Size (example) | Modifier |
|---|---|
| Body | -1 |
| Chest/Shoulder | -2 |
| General Abdomen | -3 |
| Leg shot | -4 |
| Arm shot | -5 |
| Head shot | -6 |
| Hand/Foot shot | -7 |
| Throat shot | -8 |
| Eye shot/sever rope | -9 |
| Eye shot through visor | -10 |
| Situation | Modifier |
|---|---|
| Mist/Drizzle | -1 |
| Heavy Rain/Heavy Snow | -2 |
| Fog/Torrential Rain | -3 |
| Blizzard | -5 |
According to standard rules, all characters gain 2 HP per level irrespective of physicality or career. An unrealistic rule that also leaves little difference between warriors and academics at higher levels. Hit Points should instead increase according
| Primary Combat | 2HP per level |
|---|---|
| Secondary Combat | 1HP per level |
| Rudimentary Combat | 1HP every other level |
| Non-Combatant | 1HP every third level |
| Location | Hit points |
|---|---|
| Head | 50% |
| Body | 100% |
| Arm | 50% |
| Hand | 20% |
| Leg | 75% |
Disarming
The rules don't state any penalty To Hit while attempting a disarm maneuver.
I recommend a -5 penalty.
Shield Use
According to the current rules a shield subtract -2 from the opponents 'To Hit'.
This doesn't reflect the true effectiveness of a shield.
Instead, I recommend it adds +2 to any Parry attempt (only when actively parrying)
and acts as a further 3 points of armour (when not actively parrying).
It stills adds +1/+2* to the number of opponents that can be actively defended against.
* - for enchanted shields.
Defending vs Multiple Foes
The original rules allow a character to defend against a number of opponents equal to half their BCR. This is obviously ludicrous at higher levels.
For a start, only a limited number of opponents can attack a character at any one time!
I allow 1 opponent, + 1 for every 5 points of BCR.
No more than 6 average characters, 2 giant characters, or 12 whisp sized characters can attack an individual at any one time.