Basic Roleplaying Central |
|
|
|||||||
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|||
|
Quote:
Quote:
|
|
|||
|
Quote:
1. Simulating a lower level of distinction than BRP based games usually go to (they don't bother to deal with locations smaller than an arm in terms of damage effects, so why do so with armor, since that's effectively what this would do); or 2. Doing so for entirely game-play related reasons, which is harder to argue with, but I suspect there are better ways to address that end. |
|
|||
|
Soltakss, yes, I have done that too, usually only rolling hit location after a major wound (not a critical, I was using half total hit points as the measure for a 'critical' hit, with various effects depending on location). So the 'critical' was more like the 'special' in RQ (10%). It works fine, but as you think would likely be a hard sell. The group with which I implemented it had been together a long time and we had generated a lot of mutual trust when it came to games and housrules and such. Actually it was a houseruled version of the original 'major wound table' from Stormbringer 1, with toned down results. The whole variable armor mechanic is not as deadly as some people think, and it certainly makes running a game faster and easier, while enhancing the excitement of play during combat sequences. I think I still have the character sheet for that particular version of fantasy BRP around here somewhere.
|
|
|||
|
Variable armor as implemented in SB in no way simulates the effect of different types of weapons agianst different types of armor though - mail is just as likely to roll max protection against a mace as it is to roll minimum protection against a sword slash.
|
|
|||
|
Quote:
Quote:
|
|
|||
|
Please tell me you left the severed nose in. Some of my fondest memories of SB come from that Major wound table, and noseless PC's. At one time we had two in the same party.
|
|
|||
|
I definitely agree. Even when a BRP game did insert a small nod to 'realism' that involved slight additions (like the mace halving chainmail protection, in Hawkmoon) I tended to disregard it. Stormbringer 1 always brought the feeling of flashing sword booming on dented shield, all the excitement of favorite books and movies, and it still does it better than anything else I have found. And most importantly, it does it without distracting from the storytelling, which was (I thought) the whole point of rpgs. Every version of BRP does to some extent, but SB1 always has been my 'sweet spot' for rules vs. playability. With some of the wildness toned down (I didn't make players take beggars or use the Elemental Lords casually, for instance).
Books/stories that I always thought SB1 captured perfectly, besides the Elric stories of course: Conan, David Drakes' 'Dragonlord' and 'Killer', Nifft the Lean stories, Wandor, The Lost Prince, Coramonde, Sir Walter Scott stories, 'Men of Iron', the list just goes on and on. The system just helps tell the story without bogging down in details...and the variable armor system is a big part of why it does. |
|
||||
|
The variable armor points were quite different from what I expected. I would have thought the conversion would be something like this:
fixed - variable 1 - 1d2 2 - 1d4 3 - 1d6 4 - 1d8 5 - 1d10 6 - 1d12 7 - 2d6 8 - 2d6+1 / 1d6+1d8 something like that (which would actually give a higher average) If I would add the stormbringer values, my players would fall like flies! ![]() SGL. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|