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  #11 (permalink)  
Old December 10th, 2007
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deleted.Wrong topic.

Kloster

Last edited by Kloster; December 10th, 2007 at 22:23.
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  #12 (permalink)  
Old December 10th, 2007
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Actually darkheart, I think any of those will be possible using these rules...choose your poison.
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  #13 (permalink)  
Old December 10th, 2007
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Quote:
Originally Posted by darkheart View Post
Although I dislike random armour. If the idea was to represent a blow landing in a non protected area...isn't that what critical hits and specials are for?
I guess if hit locations are optional than armour is indicated for the whole body rather than each loction?
Random armor is an optional system.

Armor is basic and is assumed to cover the whole body equally, and helmets usually just add a bonus to the default armor point protection.

I should also note that while the major wound table is a part of the core system, it's easily removed and won't hinder gameplay in the least.
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Old December 11th, 2007
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Originally Posted by frogspawner View Post
I had hoped the new BRP would have found a similarly refined method.
One man's "Refined" is another man's "Overly Complicated"

Personally Ill be continuing to use the Stormbringer style variable armour and serious wounds system as I have been for years.
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Old December 11th, 2007
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Quote:
Originally Posted by darkheart View Post
Although I dislike random armour. If the idea was to represent a blow landing in a non protected area...isn't that what critical hits and specials are for?
I guess if hit locations are optional than armour is indicated for the whole body rather than each loction?
I consider criticals and specials to be exceptionally lucky and/or powerful blows.

With random armour you get a dice code to represent your whole coverage, but often you will get the following two things coming into it.

1. Wearing a helm often gives you a +1 or so to overall armour. EG: Chainmail d6+1, Chainmail with helm d6+2 (not correct figures but you get the idea)

2. Sometimes the severe wounds chart says things like. "If you are wearing a helm X happens, if you are not severe version of X happens"

Luck,
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  #16 (permalink)  
Old December 11th, 2007
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Quote:
Originally Posted by AikiGhost View Post
One man's "Refined" is another man's "Overly Complicated"

Personally Ill be continuing to use the Stormbringer style variable armour and serious wounds system as I have been for years.
Different experiences and memories, different solutions.

Runequestement votre,

Kloster
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  #17 (permalink)  
Old December 11th, 2007
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Quote:
Originally Posted by AikiGhost View Post
One man's "Refined" is another man's "Overly Complicated"
My explanation probably made it sound more complicated than it is. Basically, it's a major wound table, but cross-referencing Hit Location with remaining Hit Points.

In effect pretty similar to SB's table, I guess, but without the MERP/RoleMaster overtones (I never liked MERP).
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  #18 (permalink)  
Old December 12th, 2007
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Quote:
Originally Posted by frogspawner View Post
Basically, it's a major wound table, but cross-referencing Hit Location with remaining Hit Points.

Wouldn't that mean that someone with more hit points could suffer certain injuries that another person with fewer hit points could not?
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Old December 12th, 2007
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Originally Posted by Atgxtg View Post
Wouldn't that mean that someone with more hit points could suffer certain injuries that another person with fewer hit points could not?
I suspect he means you're more likely to when there's _less_ hit points left. JAGS uses something like that.
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  #20 (permalink)  
Old December 12th, 2007
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Quote:
Originally Posted by Atgxtg View Post
Wouldn't that mean that someone with more hit points could suffer certain injuries that another person with fewer hit points could not?
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Originally Posted by Nightshade View Post
I suspect he means you're more likely to when there's _less_ hit points left. JAGS uses something like that.
I was trying not to clutter this thread with my own (slightly but hopefully not overly) complicated homebrew rules, but...

The system I use gives characters about half the usual RQ/BRP total hit points (but they stay alive until they go below -CON hp). Only roll location if the hit is significant. On +ve hps you're fine; 0hp or less the location hit is disabled (until healed); -5 or less it takes a serious wound (normally a break); -10 or less a critical wound (typically a sever/maim). I have a table of serious/critical wounds for each location (actually sub-locations, for a bit of variation).

So, sort-of, yes, someone with more HPs might sustain nastier wounds than another with fewer HPs - but he'd still be alive, and the weedier guy wouldn't.

I don't know 'JAGS' - is it like that?
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