[Runequest] Drowning, Falling and Poisoning in RuneQuest
Sven Lugar
vikingjarl at gmail.com
Mon Jul 13 23:53:38 UTC 2009
Yes, I recall arguing for armour effects during play-testing back then.
For example Most swords do little or nothing against plate, but a
bec-de-corbin or falchion would damage plate as I'm sure you're well
aware of. It didn't go to far beyond house rules that I used in my
games. I still have my notes on some lined paper from the 70's.
What I have used on house rules is, on an "attack" roll that is a
natural 01, a critical hit or a special hit that exceeds the AP value of
the armour, the armour loses a point of AP besides whatever other
effects the blow would have. Thus magical armour is unaffected, and it
favors/simulates the kinds of things a more experienced fighter can do
by finding the weak points in armour or striking more effectively.
Try that & let me know what you think.
Skal,
Sven
Bjorn Stolen wrote:
> As I'm into HEMA, re-enactment, etc, I have had a period in my RQ-life
> where I tried to "improve" the armor-system. I allways thoght that the
> result ended up beeing too tedious, and not that much more realistic
> than the original RQ(3) rules.
>
> I Agree to the fact that most amor/weapon degeneration is subtle and
> slow, until a hidden crack, etc. results in a critical failure.
> Perhaps one way would be that every time someone scores a critical hit
> to your location, the part becomes inoperable, not nessecarily leading
> to loss of AP, that would depend on the type of armor. A mail would
> perhaps split and result in the bodypart beeing hampered (+1 sr), a
> plate could jam, leading to loss of mobility (-X% to all skill rolls),
> etc, etc.
>
> There is allso the fact that armor operates differently, and different
> kinds of weapon operates differently on armor, it becomes like an X-
> Y-diagram, with a thousand different possebilities. Some weapons are
> designed to damage the armor, whereas a sword is next to useless
> against plate armor (if two swordmen were to fight eachother in full
> plate the "fantasy"-way (ie "longplay", it's absolutely possible that
> both swords would break before any of the armour-parts would)
>
> ------------------------------------------------------------------------
> From: iquinn at surewest.net
> To: runequest at rpgreview.net
> Date: Mon, 13 Jul 2009 10:34:40 -0700
> Subject: Re: [Runequest] Drowning, Falling and Poisoning in RuneQuest
>
> 1) We generally played it that special and critical hits would damage
> armor sufficiently to lower its overall protection by one point.
> Furthermore we used the fumble of "shield strap / armor breaks" at
> random locations to further erode armor over time. Since both cases
> were not common occurrences (and in the case of a critical to the
> head, for example, a dented helm is the least of your concerns) it was
> enough to keep players repairing and replacing their equipment
> throughout the years.
>
>
>
> 2) The rule I recall for natural armor was to simply double the
> resulting damage, rather than ignore armor completely. While from a
> mathematical perspective this also caused problematic results in some
> cases, I preferred it to ignoring armor. So my single stick (max
> damage of 6) against the 12pt dragon scale would still do no damage
> even with a critical. For magical defense I always count that against
> physical damage, the only way around that is with counter magic or
> some other specific magical attacks.
>
>
>
>
>
> *From:* runequest-bounces at rpgreview.net
> [mailto:runequest-bounces at rpgreview.net] *On Behalf Of *Styopa
> *Sent:* Monday, July 13, 2009 5:42 AM
> *To:* RuneQuest Rules
> *Subject:* Re: [Runequest] Drowning, Falling and Poisoning in RuneQuest
>
>
>
> 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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