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Au contraire. Rules matter. ![]()
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Indeed, this is a subjec that might arise in real play. Some time ago (fifteen years, in fact - please forgive my senile babbling) I introduced the Chaos Gaggle in my campaign. And it happened that a Rune Lord attempted to parry an attack from the Zeech [for those who lack this widespread knowledge, a Zeech is a land-crawling chaotic whale]. Now my GM ruling was "let's figure out the damage and see if the parrier survives" - there was the chance of a critical, after all. The most experience player contested me: "It's a whale, now what chance can he stand?". My GM judgement would be different now - I would just skip the attempt. Rules should cover the average situations, not the extremes. A whale ram cannot be parried, no matter the APs of your weapon.
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Yes, this is correct when the parryng weapon is inherently magical or, as in the case you mentioned, the parrier has heroquesting powers (<i>Garyunder</i> can jump on a thrown javelin, not everyone). I have witnessed and handled several occasions when a player character wielded a true adamant weapon, and in this case we just followed the AP rule - the weapon has infinite armor points and thus can parry anything. But we are speaking of an item forged for the gods, not a mere AP-enhancing enchantment. In this case the point was "Yes, you can do this with your weapon as it actually becomes, when you are on the Hero Plane, Arkat's Unbreakable Sword." rather than "Oh, your weapon has a lot of APs, you can parry it."
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Just thought I would mention a house rule we had.
Armoring enchantment on armor and shields helped to block more damage up to double their AP (A house rule limit on armoring enchantments). Armoring enchantment on weapons helped to keep the weapon from breaking, but it stopped the same amount of damage as an un-enchanted weapon. So if you enchanted your Iron Greatsword to double AP (12 +6 iron +18 enchantment = 36 AP, the most that we allowed) it still only blocked 12 points of damage, but you needed to do at least 37 points of damage to damage the sword. Certain 'heroic' swords of course could block more, but they were exceptions.
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The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts. Bertrand Russell (1872 - 1970) 30/420 |
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But the new rule is that everyone has a "true adamant weapon-of-the-gods", and can normally parry anything (unless, ad hoc, the GM says they can't) ?
If so, your weapons may not break - but it's the rule that's broken.
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@Lord Twig: I agree with your ruling, and in fact I also like to rule that a 1-handed weapon can never block more than its wielder's STR (STR x 1.5 for a two-handed weapon or shield). However, this sort of rules, although very realistic, tend to be not very appreciated because they add complexity. Furthermore, if your magically enhanced sword cannot totally block the attack of a weapon with Bladesharp on it, you are unbalancing combat magic.
Frogspawner: In a fencing or kendo contest, it works exactly that way - either you hit or you miss, no "amount of damage to be blocked". And this is better portrayed by an opposed roll than by checking if the blow overcomes the APs. However, in a real battle you will see a lot of blows clumsily blocked with shields and wapons just to avod being killed, so I just allow both options - opposed and unopposed rolls. |
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Opposed rolls just add game-mechanic confusion, not realism.
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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 |