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![]() 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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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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Runequestement votre, Kloster |
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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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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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Got Puppet? |
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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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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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