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I chose the hit location rules from RQ, as they emphasize a spread one would achieve in hand-to-hand combat. I've since added the "missile fire" hit location chart to the edits that Charlie is now integrating into the manuscript, so you've got the best of both worlds.
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1/420 ||| Rocket Séance (my blog) |
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Hit locations are entirely optional in "Call of Cthulhu" and one would have to hunt for it in a supplement to even see it. Combat in "Call of Cthulhu" is alot more freeform than RQ3, which IIRC RQ3 was criticized by some RQ2 players for making combat (and the system) a little more complicated than it needed to be. It was OOP by the time I came to the game, so I had no reference point.
I GM'ed RQ3 for several years and found the rules very playable and a huge leap over D&D, but I disliked the strike rank system and the sorcery section. The people who I played with were more passionate about the skill system and the magic system, plus the setting, and were unlikely to wax on about the elegance of strike ranks. To me, strike ranks and hit locations are mechanics and don't stand out when there are so many other plusses to RQ3. Plus, in RL, people shoot or stab each other milliseconds apart, and double wounds/kills are more common than movies would have you believe. In my actual campaigns, the hit locations were used, but I preferred using one set and giving a plus or minus on the D20 to achieve a result that made more sense. I'd probably not use strike ranks and in the case of determining who hits first, use distance (missiles first), then skill level, then DEX to determine who gets to attack first. It gets the same thing done and I find it forces the player to think about the situation more tactically than relying on a static number generated weeks and months before based on numerous tables that produce similar results without any awareness of why they attack on Strike Rank 4. Last edited by FunGuyFromYuggoth : March 12th, 2008 at 08:06. |
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Does the new BRP rules book have comprehensive hit locations like in the ElfQuest rpg? I was hoping that CoC had them, but it doesn't.
I'm looking for hit location rules that determines what percentage of hit points (out of the total hit points) it takes to cause a limb to be severed or to determine when enough damage has been done to a certain limb to cause serious blood loss to occur (bleeding out); or to render the limb immobile. |
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Cheers, Nick Middleton
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 |
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The optional Hit Location system covers what happens to each location (head, chest, abdomen, limbs), when damage meets the HP per location, exceeds it, and when it's at a negative value equal to the normal HP/location.
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1/420 ||| Rocket Séance (my blog) |