[4.4] Basic hand to hand combat (see [3]): here we'll demonstrate how the basic combat system works. Modre (see [4.3.1]) has a twin who is exactly like him in every way, by the name of Podre. One day they get into a fight. This is what happens, and how it works.
[4.4.1] The 1st step is to determine how many hitpoints each character involved has. We start of by noteing that both brothers have a Strength of 4, giving each brother 8 hit points (see [3.2.1].)
[4.4.2] The next recomended step is to have all the characters use thier passive defense hit points for that round. Both brothers spend half their hit points to circle each other defensively, giving them each a +4 passive defense.
[4.4.3] The next step is to play out the rest of each character's hit points for the round, taking account of damage as it happens.
Podre throws a massive wild swing at Modre, using his last 4 hitpoints to add to his attack power. Modre tries to counter by sidestepping for a better attack angle, and thrusting with his claws, thus using 2 hit points for increased attack power, and 2 hit points for offensive manuevering (a bonus to hit his target.)
Both brothers have a combat bonus of 6(see [4.3.4],) and both roll a 3, giving Modre a success level of 2 (11 vs. 9,) because of his offensive manuevering, over Podre. However, since Podre has Defensive Manuevering Hit Points (DMHP,) that 9 he got now has his 4 DMHP added to it to see if Modre misses Podre inspite of Podre failing with his attack. The 9 plus 4 DMHP is 13, higher than Modre's 11, so both attacks have failed. The round is over because both character's HP is now completely used (see [3.2.1].)
[4.4.4] The next step is to count all the used undamaged HP as ready (see [3.7].) So in our case, both Modre and Podre haven't taken any damage, so all of thier hit points are restored back to Ready HP.
[4.4.5] The next step is to repeat steps [4.4.2] through [4.4.5] until the fight is over for some reason (see [3.7].)