|1||No damage, repelled by defender. May lose footing.|
|2-4||No damage, may lose footing if tackling, but not if tripping.|
|5-6||Knock defender prone, plus attacker is prone if tackling.|
|7+||Knock prone, attacker remains standing. 1 point tackle damage.|
A Tackle or Takedown is, basically, throwing your entire body at someone to bring you both to the ground, possibly for a pin; it relies on Strength. A Trip tries to make just the other person fall prone; it relies on Dexterity. If your relevant ability score is higher than the opponent’s ability score, you get a +1 on the “damage” roll. If your score is lower, then a result of 1 means loss of footing, even when tripping; the opponent basically outmaneuvers you. Even if the tackle or trip doesn’t knock the defender prone, it interrupts many kinds of actions, like spells.
|1||No damage, no restraint, opponent may counterattack at +2|
|2-4||No damage, no restraint.|
|5-6||Restrain opponent/Break free from restraint.|
|7+||Crush ribs/Break free.|
A successful attack roll on a pin means you've grabbed an opponent; the “damage” roll determines if you maintain more than a fleeting grip. A pin restrains or immobilizes one limb, to prevent using it; a bearhug partially restrains two limbs, giving a -2 to any rolls with those limbs, either to attack or to break free; it can also do 1 point of real damage if the attacker’s Strength is higher than the opponent’s, or crush ribs, which is treated as a generic crippling injury (Move 3 and -1 to actions until healed.)
An opponent trying to break free from either a pin or a bearhug doesn't make an attack roll, just the same 1d6 roll, which fails on 1-4. Until an opponent breaks free or is released, the attacker doesn't have to make an attack roll for further nonlethal attacks, just a d6 roll.
|1||Opponent breaks free, may counterattack at +2|
|2-4||1 point of damage if Strength > Con.|
|5-6||Opponent passes out, coup de grace next round.|
|7+||Crush neck, unable to breathe.|
Basically, choking is like a bearhug or pin aimed at the opponent’s neck. Potential damage is thus more likely; attacker does 1 point of damage if attacker’s Strength is higher than opponent’s Con. The real goal, though, is to make the opponent pass out from lack of air (only possible if the opponent needs to breathe.) An unconscious opponent can be killed automatically, if the attacker desires. An opponent with a crushed windpipe, assuming the need to breathe, will take 1 point of damage every round even if the attacker releases the chokehold, and will die at the end of the turn if not aided in some way.
|1||Normal effect, may drop or break own weapon.|
|5-6||Knock weapon/object out of opponent’s grip.|
|7+||Break cheap or weaker weapon/object, otherwise disarm.|
This disarm effect assumes you are either grappling the opponent’s weapon hand or attacking the opponent’s weapon with a weapon of your own. You do not do normal damage, most of the time. More on this in a future post.