HGd10PHB - Chapter 11 - Rules of Engagement

Standard Difficulty Chart
Many rolls in HGd10 are opposed checks where the Difficulty Score is the opposing roll. Some scenarios, such as crafting, have a set Difficulty Score in the scenario. These will always take precedence over the following chart. This chart is a general chart to give an idea of Difficulty ranges for GM's to use setting up encounters not explicitly covered in this or other books in the HGd10 System.

Combat
This section describes rules and special cases for combat. Each heading covers different general rules. Specifics always trump general rules.


 * Actions
 * Attacks of Opportunity
 * Autofire
 * Charge
 * Attacking on a Charge
 * Lances and Mounted Charge Attacks
 * Weapons Readied against a Charge
 * Counterattack
 * Disarm
 * Disengage
 * Feint
 * Focus
 * Gang Up
 * Grapple
 * Knockback
 * Mounted Combat
 * Response
 * Riposte
 * Rush
 * Throw Splash Weapon
 * Trip
 * Two-Weapon Fighting
 * Unarmed Fighting

Body

 * Fatigued
 * Tired
 * Exhausted
 * Stable
 * Unwell
 * Sickened
 * Poisoned
 * Nauseated
 * Stunned
 * Paralyzed
 * Unconscious
 * Limited Action
 * Swooning
 * Death

Elemental

 * Airborne
 * Chilled
 * Immolated
 * Petrified
 * Encased
 * Completely
 * Possessed

Fearful

 * Intimidated
 * Shook
 * Cowed
 * Frightened
 * Panicked

Mind

 * Dazzled
 * Dazed
 * Confused
 * Fascinated
 * Dominated

Mobility

 * Entangled
 * Falling
 * Flat-Footed
 * Grappling
 * Helpless
 * Pinned
 * Prone

Senses

 * Anaptic
 * Anosmic
 * Blinded
 * Deafened
 * Invisible
 * Intangible
 * Odorless
 * Silenced

Navigation

 * Hero's Guild Players Handbook Home
 * Chapter 1 - Creature Kinds
 * Chapter 2 - Base Characteristics
 * Chapter 3 - Skills
 * Chapter 4 - Traits and Foibles
 * Chapter 5 - Physical Combat Skills
 * Chapter 6 - Mystical Skills
 * Chapter 7 - Equipment
 * Chapter 8 - Crafting
 * Chapter 9 - Knowledge Social and Movement Skills
 * Chapter 10 - Optional Classes
 * Chapter 11 - Rules of Engagement