
Introduction
Combat is not uncommon in fantasy game settings that are the target of Totte. Monsters try to eat player characters, player characters try to rob monsters from treasure and often the pen is not yet mightier than the sword. While the aim of the game is not to have the players themselves hammering away, their characters can. Combat can provide interesting game play if it tasks the players with the tactics and leaves the actual skullduggery to the characters. But Totte is primarily a roleplaying game, not a combat game. Therefore it offers a combat system that is centered around its concept of feats. Standard feats provide a basis, but can be extended with improvisations that make use of the environment and also the creativity of the players.
Flow
Rounds
To keep things simple, Totte divides combat into rounds that are approximately 20 seconds long. During each round, each participant in combat may attempt one feat. 20 seconds may seem somewhat long for simple feats, but remember that nothing is simple in the chaos of combat. Threats, feints, other distractions and maneuvering take up most of time, often far more than the actual feat. Combat rounds keep succeeding each other until the combat ends because the losing side has been defeated, makes a run for it, surrenders or otherwise stops fighting.
Missile rate of fire
Like hand weapon fighters, missile weapon users can often fire multiple missiles in one round. But to make sure that they hit, they have to aim carefully, limiting their rate of fire to one missile per round. Some missile weapons are so slow to reload that they cannot even achieve that rate. Their users must spend one or even multiple rounds loading, before they can take a shot. These rates of fire are listed in the missile weapon table.
Initiative

In combat, attacks and counterattacks alternate.
Each round a fighter may make an attack and his opponent also.
Totte sticks to a random order that is determined by the roll of a 20-sided die.
The dice are rolled and feats are attempted in the order of the die roll results, from low to high.
Each fighter must state his attempted feat (or none, if he wants to wait and see) at the start of each round, before the die rolls.
The GM may allow players to change their feat before it is attempted, if the new feat is compatible with the former, or needs very little preparation.
If a character is incapacitated before attempting his feat, then the attempt is aborted.
If initiative is equal, attacks occur simultaneously and effects, if they succeed, also.
In dire situations, this might result in a 'mutual kill', where two fighters incapacitate each other at the same time.
Attack and defense
Combat is struggle and thus almost all feats in it meet opposition. To make a successful attack, the first thing to do is to break through the defense of the opponent. This requires threats, feints and finally a real attack. Though base difficulty for an attack feat is just zero, the ability of the defender serves as difficulty for the attacker, possibly raising the bar a lot. Attack-defense feat checks are highly random, i.e. a result of 1, 2 or 3 on the d8 random die roll lowers the result and a 6, 7 or 8 raises it.
Totte discerns three styles of fighting:
Melee
Melee is hand-to-hand combat, where two or more fighters engage each other at fairly close range. Ability for both attacker and defender is the sum of dexterity talent, melee skill and the melee factor of the weapon that is wielded. The defender gets a bonus from using a shield, if he wields one.
Formation

Formations are generally broad groups of fighters lined up in one or more rows.
There is very little room for maneuver; the reach of the weapons is much more important.
In formation fighting, formation skill is used instead of melee skill and weapon formation factor instead of melee factor.
The shield bonus for the defender is doubled.
If a group of fighters adopts a melee formation, enemies who want to fight hand-to-hand are forced into formation combat too,
whether they have the appropriate skills and weapons or not.
Formation fighting is always forward.
If enemies manage to outflank the formation or attack from the rear, then it is the other way around,
with the formation fighters being forced into melee combat.
Therefore formations are usually wide, to prevent this.
The situation can favor formation fighting, for instance when a small number or possibly even a single fighter is defending a narrow recess.
Another possibility is the charge with lance of a knight from horseback, which ensures that at least the first attack will be a formation attack.
Missile
In missile combat fighters throw or shoot missiles at each other.
Ability for the attacker is the sum of dexterity, shooting skill and weapon missile factor.
Difficulty by the defender is dexterity minus body size plus a triple shield bonus, so with one reversed factor.
Again missile fighters may force others into missile combat by engaging them from a distance.
If the fighters armed with hand weapons can close that distance without being shot down, the combat will turn into melee or a formation fight.
Missile attacks are affected by several environmental factors.
For details, see the skill list.
Unlike melee and formation attacks, they are not affected by encumbrance.
Dealing damage
If an attacker manages to break through the defense of an opponent, she can do damage. Again this a contested feat, though it takes negligible time and is not counted for the one-feat-per-round rule; it is attempted immediately after a successful attack feat. Combat damage feats, unlike other damage feats, have normal randomness, so a 1 or 2 on the d8 die roll lowers the result and a 7 or 8 raises it.
There are different types of attack:
Wounding
Is an attempt to wound and possibly kill an opponent. The factors for ability are the strength of the attacker, a fixed -3 penalty and the wound score of his weapon. An exception are crossbows; these use twice the body size instead of strength. The factors for difficulty are two times the body size of the defender and the protection score of his armor. Though physical, wounding feats are not affected by encumbrance penalties.
Wound damage inflicts penalties to physical feats, including combat feats like melee, formation or missile attacks. It also applies to dealing or receiving damage itself, though at a halved rate (rounded down). The defender may neither counter combat wound damage with dexterity (as this already plays a part during the attack), nor with health (as body size and armor take over that role).
Pummeling
Tries to inflict concussion damage, rather than bleeding wounds. As for weapons, their pummel score is used instead of their wound score. This causes closed wounds instead of open wounds, which are not progressive because they cause but little bleeding. See the section on unhealth for details. Like wounding feats, pummeling feats, though physical, are not affected by encumbrance penalties.
Grappling
Aims to pin the opponent down.
Ability score for both attacker and defender is strength, dexterity and the grapple score of the weapon used.
Grappling does not inflict pain points but grip points.
These inflict the same physical penalties as pain points do, but can be 'healed' much more quickly, simply by releasing or breaking the grip.
A 'lethal' wound of 5 grip points immobilizes the defender; a 'devastating' wound of 6 or more points is a choking hold that will kill him in a minute or so.
Grappling is unique in that the attacker is penalized as well as the defender, though only half as much (rounded down).
Also, the defender may launch counter-grappling attacks, either to grapple the attacker in turn, or to break out of a grip.
Unlike wounding and pummeling, grappling feats are affected by encumbrance.
Non-standard feats
Only dull fighters stick to the routine of attacking, defending and dealing damage in the standard ways. Smart warriors use tactics, psychology and the environment to their advantage. They may bluff others into defeat, disarm them or push them off cliffs; duck behind tavern tables or swing by chandeliers; cut the heads off spears, try to stab an opponent in the arse; and so on - anything goes. This usually translates into non-standard feats, for which ability and difficulty have to be established by the GM on the spot.
Group fights
The simplest form of a fight is a duel: one fighter against one other.
At other times multiple combatants can participate, possibly on both sides.
The GM will split large fights up into smaller ones, to create groups that are as small as possible.
For example a combat of two against two can be split into two separate duels.
Even with large fights broken up, a single fighter may still find himself pitted against multiple opponents.
In a melee, the larger party should try to surround the loner.
Each fighter beyond the first gets a cumulative +1 bonus to attack feats, as the loner has a hard time defending against attacks from all directions.
If the fighters are of (roughly) equal size, an effective maximum number of 6 can surround the loner and attack her.
A fighter who is outnumbered should try to find something to cover his back and possibly sides too.
When two formations line up against each other, each fighter usually attacks the enemy in right front of him. If there are fewer opponents, multiple formation fighters can attack them, receiving bonuses just like in melee. But because they must keep formation, the number of attackers is limited to three: the fighter directly opposite to the loner plus her immediate neighbors to the left and right.
Armor and weapons
In the tables below, weights are in kilograms and lengths in meters. The number of H's denotes the number of hands needed to wield the weapon properly.
Melee weapons

Attack and defense | Damage | ||||||||
Type | Weight | Length | Hands | Melee | Formation | Missile | Wound | Pummel | Grapple |
hand weapons | |||||||||
unarmed | 0 | 0 | H | 0 | 0 | 0 | 0 | 0 | 5 |
knuckles | 0.2 | 0 | H | 0 | 0 | 0 | 1 | 1 | 4 |
swords | |||||||||
dagger | 0.6 | 0.35 | H | 2 | 0 | 0 | 2 | 0 | 0 |
short sword | 1.2 | 0.60 | H | 3 | 0 | 0 | 2 | 0 | 0 |
medium sword | 1.4 | 0.80 | H | 4 | 0 | 0 | 3 | 1 | 0 |
fencing sword | 1.0 | 1.35 | H | 6 | 1 | 0 | 2 | 0 | 0 |
battle sword | 1.5 | 1.05 | H | 4 | 1 | 0 | 4 | 2 | 0 |
long sword | 1.6 | 1.35 | HH | 4 | 1 | 0 | 5 | 3 | 0 |
two-hander | 2.8 | 1.60 | HH | 3 | 1 | 0 | 6 | 4 | 0 |
axes | |||||||||
hand axe | 1.3 | 0.55 | H | 1 | 0 | 0 | 3 | 1 | 2 |
battle axe | 2.0 | 1.05 | HH | 2 | 0 | 0 | 5 | 3 | 1 |
great axe | 2.6 | 1.60 | HH | 1 | 0 | 0 | 6 | 4 | 0 |
clubs | |||||||||
light club | 0.9 | 0.55 | H | 2 | 0 | 0 | 1 | 2 | 0 |
heavy club | 2.1 | 1.00 | HH | 2 | 0 | 0 | 3 | 4 | 0 |
morning star | 2.5 | 1.50 | HH | 1 | 0 | 0 | 5 | 6 | 0 |
maces | |||||||||
light mace | 1.5 | 0.55 | H | 2 | 0 | 0 | 2 | 3 | 0 |
heavy mace | 1.8 | 1.00 | HH | 2 | 0 | 0 | 4 | 5 | 0 |
picks | |||||||||
light pick | 1.2 | 0.55 | H | 2 | 0 | 0 | 2 | 0 | 1 |
heavy pick | 1.9 | 1.00 | HH | 2 | 0 | 0 | 4 | 2 | 1 |
trashing weapons | |||||||||
sap | 0.7 | 0.30 | H | 0 | 0 | 0 | 1 | 2 | 0 |
nunchaku | 0.8 | 0.75 | H | 1 | 0 | 0 | 1 | 2 | 1 |
chain | 1.5 | 1.20 | H | 1 | 0 | 0 | 1 | 2 | 2 |
flail | 2.5 | 0.95 | H | 1 | 0 | 0 | 2 | 3 | 2 |
scourge | 0.8 | 0.90 | H | 0 | 0 | 0 | 1 | 0 | 2 |
whip | 2.3 | 2.15 | H | 1 | 0 | 0 | 1 | 0 | 2 |
staffs | |||||||||
half staff | 0.5 | 0.60 | H | 3 | 0 | 0 | 1 | 1 | 0 |
short staff | 1.5 | 1.30 | HH | 5 | 1 | 0 | 1 | 2 | 0 |
long staff | 4.0 | 2.00 | HH | 4 | 2 | 0 | 2 | 3 | 0 |
lances | |||||||||
light lance | 3.5 | 3.00 | H | 0 | 4 | 0 | 2 | 0 | 0 |
medium lance | 4.5 | 3.50 | H | 0 | 5 | 0 | 2 | 0 | 0 |
heavy lance | 5.2 | 4.00 | H | 0 | 6 | 0 | 2 | 0 | 0 |
spears | |||||||||
javelin | 0.9 | 1.20 | H | 2 | 0 | 0 | 2 | 0 | 0 |
short spear | 1.5 | 2.00 | H | 2 | 2 | 0 | 2 | 0 | 0 |
medium spear | 2.7 | 3.50 | HH | 0 | 4 | 0 | 2 | 0 | 0 |
pike | 4.0 | 5.00 | HH | 0 | 6 | 0 | 2 | 0 | 0 |
polearms | |||||||||
harpoon | 1.5 | 1.60 | H | 2 | 1 | 0 | 2 | 0 | 1 |
winged spear | 2.6 | 2.80 | HH | 1 | 4 | 0 | 2 | 0 | 2 |
halberd | 3.2 | 2.90 | HH | 1 | 3 | 0 | 5 | 3 | 2 |
Missile weapons

The ranges listed in the table below are maximum effective a.k.a. 'long' ranges. Missile weapons can be thrown / fired up to 1½x further a.k.a. 'extreme' range, though at greatly reduced accuracy.
Attack and defense | Damage | ||||||||||
Type | Weight | Length | Hands | Fire rate | Range | Melee | Formation | Missile | Wound | Pummel | Grapple |
thrown spears | |||||||||||
dart | 0.4 | 0.45 | H | 1 | 75 | 0 | 0 | 3 | 2 | 0 | 0 |
javelin | 0.9 | 1.20 | H | 1 | 50 | 0 | 0 | 3 | 3 | 0 | 0 |
rotators | |||||||||||
shuriken | 0.1 | 0.10 | H | 1 | 15 | 0 | 0 | 0 | 1 | 0 | 0 |
dagger | 0.6 | 0.35 | H | 1 | 20 | 0 | 0 | 0 | 2 | 0 | 0 |
hand axe | 1.3 | 0.55 | H | 1 | 25 | 0 | 0 | 0 | 3 | 1 | 0 |
boomerangs | |||||||||||
boomerang | 0.2 | 0.6 | H | 1 | 100 | 0 | 0 | 1 | 2 | 3 | 0 |
hand bows | |||||||||||
shortbow | 0.4 | 1.10 | HH | 1 | 100 | 0 | 0 | 1 | 0 | 0 | 0 |
hunting bow | 0.6 | 1.65 | HH | 1 | 200 | 0 | 0 | 1 | 1 | 0 | 0 |
longbow | 0.8 | 1.80 | HH | 1 | 250 | 0 | 0 | 1 | 2 | 0 | 0 |
composite bow | 0.7 | 1.10 | HH | 1 | 300 | 0 | 0 | 1 | 2 | 0 | 0 |
crossbows | |||||||||||
wooden crossbow | 2.8 | 0.85 | HH | 1 | 180 | 0 | 0 | 4 | 1 | 0 | 0 |
eighth crossbow | 2.5 | 0.80 | HH | 1 | 200 | 0 | 0 | 4 | 2 | 0 | 0 |
quarter crossbow | 3.0 | 0.85 | HH | 1/2 | 250 | 0 | 0 | 4 | 2 | 0 | 0 |
cavalry crossbow | 5.0 | 0.70 | HH | 1/2 | 300 | 0 | 0 | 4 | 3 | 0 | 0 |
infantry crossbow | 7.0 | 0.75 | HH | 1/3 | 350 | 0 | 0 | 4 | 4 | 0 | 0 |
siege crossbow | 8.0 | 0.95 | HH | 1/3 | 400 | 0 | 0 | 4 | 5 | 0 | 0 |
slings | |||||||||||
sling | 0.1 | 0.80 | H | 1 | 300 | 0 | 0 | 1 | 2 | 3 | 0 |
staff sling | 0.5 | 1.20 | HH | 1 | 200 | 0 | 0 | 2 | 3 | 4 | 0 |
entanglers | |||||||||||
net | 1.5 | 2.00 | HH | 1 | 10 | 0 | 0 | 1 | 0 | 0 | 6 |
chain | 1.5 | 1.20 | HH | 1 | 10 | 0 | 0 | 1 | 1 | 2 | 3 |
rope | 1.2 | 5.00 | HH | 1 | 15 | 0 | 0 | 1 | 0 | 0 | 4 |
bolas | 1.0 | 0.60 | H | 1 | 50 | 0 | 0 | 1 | 1 | 2 | 3 |
blowguns | |||||||||||
hunting blowgun | 0.6 | 2.50 | HH | 1 | 150 | 0 | 0 | 1 | 0 | 0 | 0 |
war blowgun | 0.4 | 1.50 | HH | 1 | 75 | 0 | 0 | 1 | 1 | 0 | 0 |
catapult | |||||||||||
slingshot | 0.2 | 0.40 | HH | 1 | 100 | 0 | 0 | 2 | 1 | 1 | 0 |
Artillery
Ballistas and catapults use torsion to build up energy; traction trebuchets (perriers) use human weight and muscle power to hoist a projectile up; counterweight trebuchets store energy in lifting a counterweight that can be 100x heavier than the projectile. Ballistas fire in a shallow ballistic trajectory; catapults at a medium one; trebuchets lob at a high arc. Most ballistas shoot large bolts, some fire stones instead. Catapults and trebuchets fire stones, flaming pots, bombs, offal, dead animals or even prisoners. Just as siege engines can fire multiple types of ammunition, it can handle not just a single caliber, but a range of sizes and weights. Thus artillerists can use light ammunition for high range with relatively low damage, or heavy ammunition for shorter range but more damage. At maximum, artillery can fire missiles about 3 times heavier than the average listed in the table below. Like with hand held missile weapons, ranges listed are 'long'. All artillery suffers from slacking fibers in wet weather and from significant wear and tear in use, catapults the most because of their heavy backlash.
Type | Weight | Height | Crew | Fire rate | Range | Ammunition | Attack |
light ballista | 1 | 4 | 1/3 | 350 | 3½ | 3 | |
medium ballista | 6 | 1/3 | 325 | 10 | 3 | ||
heavy ballista | 3½ | 8 | 1/4 | 300 | 25 | 3 | |
light catapult | 1/4 | 400 | 10 | 1 | |||
medium catapult | 1/6 | 300 | 30 | 1 | |||
heavy catapult | slow | 200 | 80 | 1 | |||
light traction trebuchet | 4 | 20 | 1 | 130 | 2 | 2 | |
medium traction trebuchet | 50 | 1 | 120 | 6 | 2 | ||
heavy traction trebuchet | 150 | 1 | 100 | 20 | 2 | ||
light counterweight trebuchet | 5,000 | 20 | slow | 200 | 40 | 3 | |
medium counterweight trebuchet | 10,000 | 35 | slow | 180 | 80 | 3 | |
heavy counterweight trebuchet | 22,000 | 18 | 60 | slow | 160 | 160 | 3 |
Shields
Shields are normally wielded if the "off" hand, next to a weapon in the "main" hand.
Type | Weight | hands | Defense |
cavalry | 4 | H | +1 |
medium | 7 | H | +2 |
body | 10 | H | +3 |
pavise | 12 | HH | +4 |
Armor and helmets

Armor and helmets are important in keeping a character from being wounded in combat.
But they come with a range of disadvantages, like hampering movement, the senses, and making noise.
Wearing armor the whole day long is exhausting and sleeping in it will prevent proper resting.
Lastly they tend to acquire damage, rust and filth, so need frequent maintenance.
In Totte armor and helmets are classified by cover and construction.
Cover
Helmets cover the head and neck; armor the body, to varying degrees. Three categories of body cover are discerned, each covering more than the succeeding ones.
- Helm: head, neck
- Cuirass: torso, shoulders
- Coat: torso, shoulders, upper arms, upper legs
- Full suit: torso, shoulders, arms, hands, legs, feet
The GM may introduce other categories. For example in antiquity it was common to supplement a cuirass with greaves, i.e. shin protectors, while leaving the upper legs mostly unprotected. One historical example is included in the armor suits table ahead: the haubergeon, which is halfway between a byrnie and a hauberk.
Construction
Armor can be constructed in several ways. Not all construction types can be used on all parts of the body. Helmets are almost always of plate construction.
Construction | Description | Breathing | Cleaning | Repair |
Cloth | Multiple layers of quilted cloth | bad | difficult | moderate |
Scale | Small overlapping scales attached to an undercoat | good | difficult | hard |
Lamellar | Small metal lamellae attached to each other | bad | average | easy |
Coat of plates | Medium plates of metal sewn into an undercoat | bad | average | moderate |
Brigandine, splint | Strips of metal riveted into an undercoat | bad | average | moderate |
Laminar | Large overlapping bands | moderate | difficult | moderate |
Interlocking rings, preferably riveted together | good | easy | hard | |
Plated mail | Mix between mail and plate | moderate | difficult | hard |
Plate | Large plates, linked together by rivets and straps | bad | difficult | very hard |
Armor that 'breathes' well has a better internal airflow.
This is less exhausting in high temperatures, though more chilly in the cold.
Cleaning mail armor is as easy as putting it in a sack with sand and rolling it over to scrub it clean.
Other types of armor require manual washing and scrubbing, sometimes even partial disassembly and re-assembly.
Basic repairs to counter wear and tear require a cloth working / leather working / metalsmithing feat (whichever is applicable).
The feat difficulty is 3 for easy maintainability; 6 for moderate; 9 for hard; 12 for very hard.
Helmets and armor suits
Cover combined with construction determines most attributes of armor and helmets. The table below lists common armor types together with attributes. The list is by no means complete; many variations are possible (see below).
Armor | Construction | Cover | Weight | Perception | Acrobatics | Stealth | Protection |
Skullcap | plate | helm | 1½ | 0 | 0 | 0 | 0.3 |
Open helm | plate | helm | 2 | -1 | 0 | 0 | 0.6 |
Half open helm | plate | helm | 3 | -2 | 0 | 0 | 0.9 |
Closed helm | plate | helm | 3½ | -3 | 0 | 0 | 1.2 |
Small gambeson | cloth | cuirass | 4 | 0 | 0 | 0 | 0.6 |
Large gambeson | cloth | coat | 7 | 0 | 0 | 0 | 1.0 |
Scale cuirass | scale | cuirass | 6 | 0 | -1 | -4 | 1.0 |
Scale coat | scale | coat | 11½ | 0 | -2 | -6 | 1.8 |
Brigandine | brigandine | cuirass | 10 | 0 | -2 | -2 | 1.8 |
Brigandine coat | brigandine & splint | coat | 17 | 0 | -3 | -3 | 3.1 |
Lamellar cuirass | lamellar | cuirass | 10½ | 0 | -2 | -3 | 2.0 |
Lamellar coat | lamellar | coat | 20 | 0 | -4 | -4 | 3.8 |
Laminar armor | laminar | cuirass | 8 | 0 | -2 | -4 | 1.5 |
Byrnie | cuirass | 7½ | 0 | 0 | -3 | 1.3 | |
Haubergeon | short coat | 11½ | 0 | 0 | -4 | 2.0 | |
Hauberk | coat | 14 | 0 | -1 | -4 | 2.4 | |
Plated mail cuirass | plated mail | cuirass | 9 | 0 | -1 | -4 | 1.7 |
Plated mail coat | plated mail | coat | 16½ | 0 | -2 | -7 | 3.1 |
Plated mail suit | plated mail | full suit | 22 | 0 | -3 | -10 | 4.2 |
Plate cuirass | plate | cuirass | 9½ | 0 | -2 | -4 | 1.9 |
Half plate | plate | coat | 18 | 0 | -4 | -7 | 3.5 |
Full plate | plate | full suit | 24 | 0 | -6 | -12 | 4.8 |
The perception penalty is applied to feats that require intensive use of the senses, which are muffled by helmets.
The acrobatics penalty applies to many feats that involve acrobatics skills.
For feats that require less but still significant litheness, like hiking skills, penalties may be halved.
Note that combat itself is excluded from this list, though encumbrance penalties resulting from insufficient strength do apply there.
The stealth penalty is applied to feats that require a character to move silently.
To get a final protection score, add the scores from the helm and armor up and round down to the nearest whole number.
Stacked armor
Armor can be combined by wearing a cuirass under or over a coat, suit or another cuirass. For example a lamellar cuirass can be worn over a hauberk, or a byrnie with a hauberk to create a 'double mail' armor. Coats and suits themselves are too bulky to be combined with themselves or each other. A cuirass and one other armor piece is the maximum; a triple stack is also too bulky. The protection score of the stacked armor is the sum of that of the parts; the weight and cost too. Acrobatics and stealth penalties are not cumulative; here the maximum penalty is taken, though a fixed -1 penalty is added to the acrobatics score.
Non-average equipment
The stats in the table above are for armor and helmets constructed of mild steel, of average thickness, size and quality. Larger or smaller armor costs more or less respectively, almost proportionally so, penalizing giants but benefiting halflings. Thicker, denser or more overlapping armor increases weight, protection value and cost proportionally. Likewise thinner or sparser armor decreases those properties. Use of better materials like modern hard steel instead of mild steel, or better craftsmanship in the form of more smoothly interlocking parts, lacquering and the like can give either decrease the weight, increase the protection score, improve durability or combination of these. Its cost will be higher too, usually rising faster than the effective quality. Of course poorer equipment is either heavier, weaker or both, though for a lower price. Penalties to perception, acrobatics and stealth are seldom affected by quality.
Extra armor
Optionally, standard armors may be supplemented by extras. Examples are loose gauntlets and greaves to protect some of the body parts that are left exposed by a coat, or high boots to add both combat protection and fancy looks. Because of the myriad possibilities, Totte offers no guidelines here. GMs who are willing to detail armor into its individual components will establish lists of equipment parts and values for their attributes.
Combat stats calculator
If you are unaccostumed to Totte combat, calculating effective combat stats can be confusing. To help you out, a calculator is available on this website. Vary the input parameters based on your characters and situation, then have the software do the math for you.