ALRIGHTY. New combat system is here! Not finalised though, but it'll do for now. First of all, aimed hits. There are four targets on each opponent, the legs, the arms, the body and the head. If you aim at the legs or arms I will roll a 10 sided die, the number you roll will be the penalty to their roll/bonus to your roll. If you aim at the legs you get a bonus to your roll, if you aim at the arms they get a penalty to their roll. So if you aim at their legs and a 6 is rolled, you get a +6 bonus to your roll. For the head only a roll between 20 and 30 is valid, otherwise you miss. The dice roll and percentages are: 20-23 = 75% of max damage is dealt, 23-25 = 100%, 26-29 = 150%, 30 = 250% Although these are much higher than the normal damages you get, remember that you have to roll between 20 and 30. Hits to the body are just normal. Now, classes. Remember you don't have to specialise, you can just be unclassed. Brawler - Throw ability, which takes one opponent out of action for a round. Able to attempt a throw every 3 rounds. Throw ability is affected by dex. The higher your dex, the more likely you are to succeed. When someone is thrown, they have a dexterity of 0. So if normally anyone trying to hit them would get a -3 penalty, when their target is thrown there is no penalty. Their max damage goes up when the other players get a better weapon. Beserk ability - bonus to strength but penalty to dex. +8 to hit, -6 to evade. Lasts for three rounds, can be activated once during every fight. The brawler can't be disarmed. He can also improvise weapons, e.g. stools, bottles etc. Due to the relatively fragile nature of these items, they only last for one fight after which they will be too broken to use. When unarmed the brawler's opponents get a -4 penalty when attacking him. When he uses a melee weapon of any type they get a +2 bonus. However due to the brawler's expertise in using everyday objects as weapons the maximum damage of these items can be fearsome. 1337 Sniper - Has a chance of hitting anything within sight. The use of a telescope will enhance this. Can fire a musket every other round. Has aim ability, every round's worth of aiming will increase his roll by 10. When using melee weapons the sniper gets a -6 penalty to their roll. The best place to put a sniper is (surprise surprise) behind everyone else. Duellist - +5 attack bonus when he's fighting in a one on one battle. Can use dual rapiers. Two attacks per round (one per rapier), I roll for each seperately. -4 penalty to enemy roll when using rapier/s on top of any normal penalty. Smashinator - Has rage ability. Does normal damage with weapons, but after he deals 20 damage he goes crazy and for two rounds his max damage is tripled. Only class able to use big smashy melee weapons - clubs, maces, broadswords etc. +4 to enemy roll. +15 HP. Pistolero - Dual pistols, can reload and fire one pistol in one round. So he can fire every round. Can fire two pistols at once every other round. So basically he reloads pistols twice as fast as normal. +3 hit bonus when using pistol/s. Thief - Backstab ability which halves the enemies' HP if succesful. Also has a disarm ability, if succesful then its target drops their weapon for two rounds. The thief can use the cosh in battle and has a greater chance of sweet talking/threatening people. Automatic -5 penalty to enemy roll. The thief can make bombs out of scrap metal and gunpowder and can also make flashbangs which give the enemy a -20 penalty to their roll for one round. They are unable to carry more than one flashbang. Can only use daggers, rapiers, pistols, and other small weapons. Heavy weapons - The only class able to use blunderbusses, grape shot guns, portable cannons, etc. +4 to enemy roll. When in a ship battle any damage done by this class' cannons is multiplied by 1.5. Can carry three bombs of any type. +15 HP.