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In Stormbringer 1-3, they do indeed drop like flies, Triff. Before I modified the critical rules a bit, at least one PC was killed every session. Of course, they did insist on using poison, firing into mixed melee with poisoned missiles, charging into combat like it was D&D, etc. After I modified the criticals we only lost a PC every couple of sessions.
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First edtion SB was much worse that RQ though. THe vartiable armor tened to cut the AP in half, and the major wound rule (take 1/2 you CON/HP form a single hit) made dropping people very common. Toss in the extra damage die for master quality weapons, or the massive damage bonus for demon weapons (a +5D6 damage bonus was not uncommon), and anyone who wasn't wearing demon armor wasn't long for the world. |
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A defender will know where his weak spots are, and try to cover them. An attacker tries to get past that defense into the weak spot. How to tell if he succeeds? Your skill roll. How to tell if he hit a weak spot? Your damage roll. How to tell if you really exploited the chink in the armor? Did you crit? So actually, yes, RQ DOES offer the ability to target weak spots in the armor. It actually assumes that that is what you are doing, because why wouldn't you? You don't get a 50/50 shot at hitting a weakness in the armor, you get a 5% chance. Really, anyone who weakens armor is someone who is revealing that they don't use encumbrance rules. ![]() It's already there; no need to reinvent the wheel. Yes, it does tend to devolve into a contest of who gets a crit first, or who gets exhausted first, but isn't that what a combat wearing armor really is? A test of endurance? If your dagger could penetrate a breastplate, the armorer would make thicker breastplate - and not just in places - ALL OVER! That's kind of the point of armor, Right?
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The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." George Carlin (1937 - 2008) _____________ (92/420) Last edited by Sorloc; November 6th, 2007 at 23:13. |
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Actually, Atgxtg, that is what I did with variable piece armor, part 2. The scale continues past one die values. Give a value to each piece of armor, as helm=1, leather jack=2, greaves=1, etc., and add the various pieces' values up to one sum. Then use a progression as follows...
armor value protection 1 1D3-1 2 1D4-1 3 1D6-1 4 1D8-1 5 1D10-1 6 1D12-1 7 2D6-1 8 2D8-1 9 2D10-1 Or some similar variation. I've tried several different ones. Including dropping the negative mod. It includes 'armor value' for magic or master work armor as well. The player asks what armor the orc is wearing, and if he isn't wearing greaves, say, then a called shot to the leg gets no armor roll. The problem is getting the AVs to balance out right. Oh, and I have usually offered the players the option of just using the AV as a default roll, or rolling the protection rating. It was surprising how often they took the roll. |
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And you don't think that 1-19 is a rather large spread for the most bestest armor around?
Maybe if the curve were not so shallow...
__________________
The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done." George Carlin (1937 - 2008) _____________ (92/420) |
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