[Runequest] Drowning, Falling and Poisoning in RuneQuest
Sven Lugar
vikingjarl at gmail.com
Mon Jul 13 15:40:53 UTC 2009
Yes, I have tried it & it works rather well. In fact it was one of the
design ideas that was used in the original play-testing back in the
70's. The reason for it's lack of inclusion. One, people cry & there
became too much focus on armour hunting & repairing, two it was felt
that the shields & weapons falling apart seemed sufficient to simulate,
three expeience had shown that armour depletion tends to be slow &
subtle then a sudden cataclysmic failure - all of which would add too
much book-keeping to simulate accurately.
Magical armour that is grafted too the hit location absorbs critical
damage points, otherwise it is bypassed.
Skal,
Sven
Styopa wrote:
> A few random armor questions for folks:
>
> 1) I'm curious if anyone has played with the idea of armor damage in
> the same sense as weapons/shields, ie if the AP is exceeded, it takes
> 1 AP off until repaired. While my players would probably cry, I have
> to admit, it sounds a LOT more realistic over time that characters
> would come out of a hard fight with their armor in shambles - such is
> almost always the description of medieval battlefields and survivors,
> anyway.
>
> 2) Physical armor, magical armor, natural armor and crits: how do you
> resolve this in your game? Do you judge that a crit ignores ALL armor
> points (regardless of type) on a location? Logically I can see how a
> crit would bypass physical armor certainly, natural armor probably
> (there are always eyes, unarmored joints, etc), but magical defenses?
> As regards natural armor, it seems cheesy that something with 12+
> points of natural armor could be slain by some schmuck's lucky blow by
> a normal sword (or arrow; there's always that damn literary example of
> Smaug...). I seem to recall someone here mentioned a clever system
> that they had for determining when some things were simply
> undamageable based on natural armor?
>
>
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