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SDLeary

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Everything posted by SDLeary

  1. That sounds good. The option that I've used is to use Hit Locations. Rather than use Location Hit Points, the value becomes the Major Wound value for that location. If the character receives a single wound of that value or higher (after armor), Bad Things happen (CON rolls, unconsciousness, falling down, etc.). Easier than tracking individual location points along with Total HP, but still introducing bad things for larger single wounds. Players (and major NPCs!) can be essentially taken out of the fight without killing them. I also use a tiered system for opponents. Mooks use standard HP ((CON + SIZ)/2), and can only really take a single Major Wound hit under the above rules. Sergents can make Con rolls, etc, like a normal character, but still use Standard HP. PCs and Major NPCs use the Heroic HP (CON + SIZ). SDLeary SDLeary
  2. As the original target for this item was Sept., it might be too far along to incorporate these additional systems. SDLeary
  3. Melee Round. So the first will hit or fire once every two rounds, the latter once every 4 rounds. I assume these items are crossbows? SDLeary
  4. Something simple. Rename it: EDU becomes WIS (Wisdom). This divorces it from "formal" education to simple aquired knowledge. Now with regards to point buy, I agree with Vagabond above that you have to adjust somewhat the number of points allotted. Remember that the core is based on Elric/Stormbringer, with EDU being an "option", so things might have to be tweaked a bit, especially depending on the setting. SDLeary
  5. IIRC, BRP Zero started out this way. SDLeary
  6. He would probably benefit somewhat; I don't think as substantially as you think though because the use of the two-handed mace would still be somewhat foreign. His benefit is going to be mainly from knowledge of positioning (which might not work well given the differences in weapon and lack of shield) and movement. Thinking about this I would probably give your adversary the base chance with the weapon, plus their "combat/physical" bonus if using skill category modifiers, and allow the use of their "sword-and-shield" skill at either 1/5 or 1/10 as a complementary skill. As I would generally only allow one complementary skill, this would preclude the use of others. SDLeary
  7. Yes, but thats where the GM comes in. Does the complementary skill make sense for the situation? If not, it can't be used. SDLeary
  8. Also people should keep in mind that a fitted suit, such as full suits of Gothic or Italian plate, or the hoplite suit that the King just had his smith make for him, are going to be a lot less encumbering than for the average adventurer who essentially picks up what he finds, or buys what he can afford at a market. Proper fit makes a big difference. Other types of armor too, but not necessarily to the same degree. A Brigandine can be synched up tighter, a generic Hauberk or Brynie can be belted, etc. Penalties should probably be higher for rigid than non-rigid, etc. SDLeary
  9. I would certainly apply it to Dodge. I'm not sure about all missile weapons though, or to be more precise, all armor causing that issue with missile weapons. I would say that rigid armor would impose a penalty on slings and javelins, but not bows or crossbows. Not sure that I would get down to this level though unless PCs were trying to do ridiculous things with armor, such as several layers. SDLeary
  10. Which RQ? In ahRQ3, you did have broad skill categories. 1-H Sword skill would allow you to use a broadsword, or a longsword with a single hand. In general, Cultural Base replaces the base chance listed in the tables for starting skill. Thus, if your culture used 2-H Flails as one of its cultural weapons, its base might be 25% and skill would advance from there. You would NOT get to add the cultural base into the chance of success again as its already there as the increased basic chance to use the item. You WOULD get to add your skill category modifier if using them. SDLeary
  11. Another winner for toxins would be SIZ alone. Though I can see the argument for HP, being injured doesn't necessarily make you more susceptible to toxins. Perhaps Max/Full HP? SDLeary
  12. What is the rationale, if any, for the high CON values? Are these species known to be much more resistant to disease than other species? This question of course assumes that you are defining CON as health. SDLeary
  13. For something like this, I would impose penalties. Something along the lines of 1/2 skill or 1/4 skill for the base chance with the unfamiliar weapon. This would account for the change in striking surface and center of gravity, but still leave the knowledge of tactical movement in place. If the penalty reduced the chance below that of the normal weapon base, then the weapon base would be the baseline (HA!). SDLeary SDLeary
  14. Simple enough to add back in. In any event, even with styles, your using a class of weapon. You can't really use a Zweihander effectively with a shield other than perhaps a buckler strapped to your wrist. And, honestly, they would be easy to integrate back in without effecting the fighting styles much if at all. SDLeary
  15. Or, perhaps more appropriately, with that Class of weapon: 1h Swords, 2h Swords, 1h Hafted Weapons, 1h Spears, etc. And, even with this I would impose a penalty for off hand use. SDLeary
  16. This is my understanding. SR rules have the built in mechanism (from RQ3), and Weapon Length (from Elric/Stormbringer) is used with DEX ranks. It certainly could be cleaned up a bit. Jason! Sam! Hows that next revision coming?! SDLeary
  17. A skilled spearman who was trained to use his spear two-handed MAY have been taught to use his spear like a quarterstaff. In the West, skilled greek Hoplite, probably not. Republican or Late Roman Legionary or migration German, probably not. The two instances that I recall that are not Late Medieval or Renaissance in nature, that might have used their spears like pointy quarterstaffs, are the Gaulic/Celtic Gaesate, and the Vikings with their "Hewing" spear. Now, I'm not saying that it doesn't make sense to use a spear in that way, just that there is no real evidence in the West until we begin to have the fighting manuals of the Renaissance. SDLeary
  18. The issue here is that someone with the larger size does NOT always have a greater reach. Who has the greater reach? A SIZ 11 human, or a SIZ 12 Dwarf? Same for stride. Even in R/L this is an issue, between us humans that is. SDLeary
  19. While this works for no locations, It seems a bit extreme when using locations. My ruling would be one of two: 1) Each additional round of action when using locations causes one more point of damage directly to the location, ignoring armor. 2) Each additional round will cause 1/2 damage to general hit points, and this is progressive. Thus, first round of action in the above example would cause 4 points of damage, the next 2 points, and on. A minimum of one point would be accrued per round. In fact, I would probably use #2 even when not using Locations. I would combine it with Major Wound though, as it is still technically the same wound. SDLeary
  20. Found it! From Dave Dunham's Site! SDLeary
  21. YES! I concur! Use personality traits too! http://glorantha.temppeli.org/digest/ndaily/1993.10/1867.html In fact, there were entire threads over the years about using Traits and Passions (Allegiances). There was a more current and complete list of traits/deity, but of course I can't find it now. SDLeary [url=http://glorantha.temppeli.org/digest/ndaily/1993.10/1867.html]
  22. Though commonly called that, there really is nothing that is a 1h Claymore. Its a basket-hilt sword, or basket-hilt broadsword. This was a battlefield weapon unlike the rapier or smallsword. SDLeary
  23. OK, on second glance, that is also a possibility. Though both were designed cut and thrust, regardless of how they were actually used. SDLeary
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