Combat

Hit Points = STR stat + 1d6/Level. If Hit Points reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.

Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, et cetera.

Melee attack bonus = STR bonus + Level.

Missile attack bonus = DEX bonus + Level.

Magic attack bonus = MIND bonus + Level.

Add attack bonus to d20 roll. If higher than your opponent’s Armour Class (AC), it’s a hit. Natural 20 is automatically a critical doing maximum damage.

Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a –2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.

If the total bonus is +6 or more a second attack can be made with a –5 penalty. If the total bonus is +11 or more a third attack can be made at –10. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2.

Add STR bonus to Melee damage, x2 for 2-handed weapons. Armour Class (AC) = 10 + DEX bonus + Armour bonus.