Combat:
(stolen from quickstart rules -- link below)
Combat occurs in rounds. Each participant acts in an order established by the roll
of a die (d10), called initiative. Characters take an action like moving, attacking
and opponent, quaffing a potion, or casting a spell. When a character swings or
engages in melee, the player rolls a die (d20) to hit the opponent. If the resulting
number is greater than the armor class of the character’s opponent, a hit is scored.
If the hit is successful, damage is determined. If a character casts a spell, the affects
occur immediately unless noted otherwise in the spell description. Creatures
follow the same procedure, only the Castle Keeper manages those actions
Attribute Checks:
The resolution mechanic (generally for non-combat actions) is based on attribute scores. Each character chooses which attributes are their "primary" attributes. One is determined by your class (ex: Fighter/Strength, Rogue/Dex, etc. there aren't any surprises) and the rest are determined by the player -- Demi-humans get 1 more and Humans get 2.
(stolen from quick start rules -- link below)
Every check has an associated attribute. Whenever one of these checks is made,
a d20 is rolled by the player. Attribute and level modifiers are added to this roll,
if applicable. If the result is equal to or greater than a number generated by the
Castle Keeper, called the challenge class, then the attribute check is successful.
The challenge class is a number generated by the Castle Keeper that represents
the degree of difficulty for performing that action. The challenge class is
generated in two steps. The first is ascertaining the challenge base. This is
determined by whether or not the associated attribute is a primary or secondary
one.
If the associated attribute is a primary attribute, the challenge base is 12 and
if it is a secondary attribute, the challenge base is 18. Next, the Castle Keeper
adds or subtracts the challenge level to the challenge class. The challenge level
represents the degree of difficulty the Castle Keeper believes appropriate for the
action being taken. This usually ranges between 0 and 10, but can go higher.
The sum total is the challenge class, and the player must roll higher than that to
successfully perform the action.
For example, a 3rd level elf ranger with a 15 wisdom as a primary attribute
attempts to track a pair of wily kobolds through a mountain pass. The
player rolls a d20 and adds the ranger’s level (+3), attribute modifier
(+1) and racial bonus (none) to the roll. If the number generated is equal
to or higher than the challenge class determined by the Castle Keeper, the
attempt is successful and the ranger is able to track the kobolds to their
secret lair. The challenge class is the combination of the challenge base
(12) and the challenge level (assume a 3 as the trail is a few days old)
for a total of 15. The player rolls a 13 and adds 4 for a total of 17. This is
greater than the 15 necessary so the ranger successfully tracks the kobolds
to their dark and foreboding lair atop craggy hill.
Quick Start Rules:
http://www.trolllord.com/downloads/pdfs ... artpdf.pdf