Optional Rules

Hit Locations

One easy way to deal with Hit Locations in Harath is to determine the location by the number of successes. In order to assess damage, subtract the number of successes needed for the hit from the total number of successes. If less than zero, then there is no damage, otherwise calculate damage normally. When using this system, use total hit points as well as partial hit points for each area.
* Head = 1/3 Total Hit Points
* Arms = 1/4 Hit Points
* Legs = 1/3 Hit Points
* Torso = 1/2 Hit Points.

Calculate damage as you would normally, do subtracting the final amount of damage from both the area and the total hit points. When any part’s hit points are 0, that part becomes useless. A will roll with the number of successes, the number of points below 0. The target for this will roll is 5. Finally, if a part’s hit points reach negative their amount, the part is totally destroyed (i.e. If someone’s arm was 10 hit points, the arm would become totally destroyed at -10 hit points).

Placement of blows depends on number of successes:

1 or 2 successes – Arms
3 Successes -Legs
4 Successes – Torso
5 Successes – Head

Simplified Parrying

Simplified combat by allowing your successes to combat opponent’s by 1 (as opposed to multiplying your successes by the AP of the weapon, and subtracting from the other’s total damage).

The Defensive Mode

At the beginning of the round you can state that you are fighting defensively. The benefit (problem?) with this option is that you are guaranteed successes. For each two dice you set aside, you are guaranteed one success. For example, with a skill of 6, you could roll 6, 4, 2, or 0 dice, and you would gain 0, 1, 2, 3, or 4 automatic successes. This keeps you from being hit from massive hits, but at the cost of not giving any massive hits also.

Parrying a weapon when not using a weapon

Because of the difficulty in parrying someone’s attack when you do not have a weapon, using a parry will add 1 automatic success to their attack.

Armor Damage

Typically, GM’s won’t want to track the damage done to arms and armor, but from time to time this becomes important. Weapons and armor are designed to take abuse, but anytime they block damage from an opponent’s attack, they will take some damage. Each weapons has a number of Structure Points (or Hit Points if you prefer) equal to 10xAP of the weapon. The amount of damage taken depends on the type of weapon used.

Puncturing1/10
Short Sword, Pole Arms, Arrows, Bolts, Spears

Slashing1/3 (Soft Armors
1/5 (Hard Armors)

One Handed Swords, Daggers, Bastard Sword in one hand

Crushing1/20 (Soft armors)
1/5 (Hard Armors)

Maces, Flails, Clubs

Cleaving Weapons1/2
Axes, Great Sword

Total damage done to the weapons is calculated as follows:
Damage Absorbed x Factor – excess damage blocked.

For example, William blocks the orcs attack. The orc hit for 56 damage with a long sword. William blocked with 5 success with a Round Shield (AP: 5), blocking 25 damage.

The shield shield absorbed 25 points
The long sword’s factor as a slashing weapon is 1/5.
William had no excess damage blocked.
Therefore, the shield take 5 points of damage [25/5 – 0]. It has a total of 50, so it has 45 SP left.

Later that same battle, the orc hits for 15 points of damage. William blocks with 8 successes, blocking 40 damage.

The shield absorbed 15 points of damage.
The long sword’s factor as a slashing weapon is 1/5.
William had 25 [40-15] excess damage blocked.
Therefore, the shield take 0 points of damage [15/5 – 25 = 3-25= -22 = 0]. It still has 45 SP left.

Next to him, Archibald is using his staff (AP: 5) against a large orc with a Great Axe. The orc swings mightily and hits for 65 damage. Archibald blocks 40 damage.

The staff absorbed 40 points of damage.
The Great Axe’s factor is 1/2.
Archibald had 0 excess damage blocked.
Therefore, the staff will take 20 points of damage [40/2 – 0 = 20]. It only had 30 SP, therefore the Orc has broken the quarterstaff in two.