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SDLeary

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Everything posted by SDLeary

  1. Keep an eye on eBay and the used game sites like NobleKnight. Sometimes you can find the old cRQ 2 stuff, Scorpion Hall, Snow Brides Queen, etc. SDLeary
  2. Hmmmmm... on to something here. Perhaps we could call them Classes, and give each one pre-defined Methods! SDLeary
  3. I've only made it to the section on Sanity, but I would have to say that this is the cleanest version of the core rules yet. Very well laid out and easy to read. Good description of the rules and options. An excellent production. SDLeary
  4. OK, this prompts another question... or series ;-) Pete and Trif... Does the ability to hit a specific location vary with the length of a weapon? Enscrima sticks are fairly short, and most SCA type combat occurs with sword/axe/mace and shield, though Pete did state some of the bouts were with Longsword. What about things like Spear and shield or two handed axes or pole-arms? Archers appear to be able to hit location too, perhaps within a specific range. Thrown spears and javelins though?? SDLeary
  5. Excellent report, and somewhat interesting results. Perhaps I'll just have attackers call out a location when they attack... to take care of my sequencing issue. With regards to the experience question. Any data on how the novice did in successful placement vis-a-vis the veteran? Gotcha. I can understand how difficult that would be. Even if at a large event, enough observers would be an issue. Helps quite a bit! Thanks!! SDLeary
  6. Endgame in Oakland, CA is now taking GM submissions for their next mini-Con. Mark your calendars; January 15! Get those submissions in! SDLeary
  7. I agree with this to a degree, head remains fairly static and is really the only bit up there most of the time; it is quite a bit smaller than center of mass though. A page or two back I suggested using a choice of High (1d10+10) or Low (1d10) for location determination instead of location choice, because things are in motion and do move around or interpose themselves inconveniently. Logically it just seems wrong to determine that you aimed for a location after you have already landed the blow. As stated before a sequence issue. I can understand if others have no issues with this. Its just something that stands out for me. By the way. LOVE the new Elric book! Excellent job! SDLeary
  8. Perhaps it shouldn't increase your chance to fumble, but your chances of hitting a smaller target should be reduced over the mass in general. The head is much smaller than the entire person. Alternately, perhaps it should increase your chance of fumbling, because you are focusing on a point with the intent of hitting that target, perhaps you are not paying enough attention to the situation in general and inadvertently open yourself up if you miss. SDLeary
  9. For me at least, its not the intent to strike at a specific location. Its the mechanic that allows the choice of this after a successful attack. Aiming at a specific part of the body or item is a conscious task that takes place before any action is taken... after all you are "aiming" or "targeting", which you do before committing to the action. The Cave Troll in LOTR is something of a special case, simply because of its size. Its head being the size of a humanoid would make it easier to aim at, despite all the flailing around. SDLeary
  10. Not at all! I think that would be interesting information to have. See if you can fit them into a skirmish situation too, see if their tactics change at all. SDLeary
  11. Well, yes, now. But how about as a lad just learning to cleave your opponent in two?! ;-) Or, with an opponent of similar skill level? SDLeary
  12. After thinking about this for a few more minutes, I think I would in fact restrict this CM to Critical hits. I would also, however, introduce another CM that would allow High or Low hits; location being determined by 1d10+10 for high hits, and 1d10 for low hits. For me, this would solve the issue of "aiming" for a part, and then having combat circumstances shift things around a bit. SDLeary
  13. Yes, but even an opponent who has fubar-ed their parry is moving around, which might shift things around enough that you don't hit the intended body part. Have you ever "aimed" for the head, and instead hit your opponent on the shoulder, even though they didn't parry, but simply moved enough to throw off your aim?
  14. I think a good chunk of the issue here is really just the sequence. Choosing a vital location after the attack/parry sequence just seems backwards. While I do not doubt that a good warrior will aim at a specific location, I can also see the defense of the target getting in the way, and foiling the attempt by parrying or dodging enough to have something else hit. I don't really have issues with any of the other CMs, just this one really. I would probably restrict this one to Critical, or find another method if the combatants wanted to be able to choose locations. Perhaps imposing a penalty or simply saying hitting a specific location is Hard, without the RQ3 restriction of having to wait till the end of the combat sequence. SDLeary
  15. I can't remember which at the moment, but IIRC there was a limit on STR in one of the BRP games... It could not be more than 1.5x SIZ. I'll see if I can track that down later. SDLeary
  16. Um, well... You could get on that right now and present them with the finished translation! SDLeary
  17. I've been thinking about two different SAN mechanisms, neither of which would really work for Pulp I think. One is an extreme adaption of the Unknown Armies method... and its really extreme, but using that for baseline. That is, a SAN mechanism where tolerances to certain types of trigger are built up over time. The other, somewhat based on personality traits. Similar to what is in COC now, but where the adverse effects are more manifest in the way a person reacts or might be perceived to react. The downside to this is somewhat stricter enforcement, at least in certain circumstances, of personality trait value pairs as defining rather than guiding. Neither one of these has been written up yet, much less playtested. But both, to me at least, don't sound like they would fit what your looking for. SDLeary
  18. Coming up in less than two weeks! Anyone who is or will be in the SF Bay Area should take a look!
  19. That depends ultimately on how damage is figured. 15 points is well within the the range of even a shortsword if you figure criticals as per RQ3. (I actually use Pendragon -esque damage, so most have 2-3 d6, plus modifiers) Thresholds can always be manipulated to fit campaign and style though. Yours would fit well with damages presented in the BGB. SDLeary
  20. Here is a general outline of what I've worked into my house rules system. Pretty straightforward actually, but haven't had a chance to playtest it yet. Current Location HP values become a wound threshold. Damage taken in a SINGLE BLOW, equal to or below the threshold are Minor Wounds. Damage taken in a SINGLE BLOW, equal to or below double the threshold and above the Minor Wound threshold is a Major Wound. Damage taken in a SINGLE BLOW, equal to or below triple the threshold and above the Major Wound threshold is a Critical Wound. Rolled damage is tracked on the normal Hit Points Matrix. Minor wounds are treatable as normal, with First Aid and healing spells. Major Wounds need the assistance of a Surgeon/Healer: Bones, organs, etc are damaged, the wound is bleeding 1 HP/melee, and need time and tech, or special ritual based healing to fix. Critical Wounds are severed, crushed, or otherwise mutilated limbs; strikes which have penetrated arteries or major organs, etc. A Critical Wound to the head is a pulped skull, severed head, ripped throat, etc., and bleed at 2 HP/melee. A successful First Aid or Healing Spell only stabilizes these wounds (stops bleeding) and must be applied within 1/2 CON melee rounds, or the time the victim bleeds out. If the aid is successful, triple the amount of time is needed to recover. Churgeon/Surgeon or Ritual Healing is handled as per the Major Wound rules in Pendragon. There are other effects too. With a Major Wound to the head, the victim must roll a CON x1 or fall unconscious; If successful they are still dazed. Any other part of the body must roll a CON x3, or be dazed for the next round. Critical Wounds to the head are auto unconscious, the rest of the body, CON x1 or fall unconscious, success is dazed for 1d3 melee rounds. Now, the general HP could of course be dispensed with here, but I kept them for a couple of reasons. Natural Damage, such as falling or fire, or the stomp of a Giant, and because I like the idea of someone still being able to be taken out by a lot of small (individually) non-lethal wounds. SDLeary
  21. Though the 5.1 PDF still has it as Pious/Worldly, errata on Greg's page has changed this to Otherworldly/Worldly. Pious (Piety) becomes a Passion... Essentially Love (God<s>). SDLeary
  22. Aren't those the same pairs that appear in the BGB on pages 294-295? SDLeary
  23. This difficulty was the reason that mounted combat was limited to the lower of the weapon skill or the ride skill in RQ 3. Much of this is incorporated into BRP in the Spot Rule on p. 227. Not so much. Charges are such that if facing a single opponent in the open, the Rider will be well away from the target in most circumstances. If the target is equipped with a spear and Sets it to combat the oncoming charge (before the rider reaches him obviously), or if the target is equipped with a missile weapon, then the Rider may have a chance of being hit. The only other instance that I might allow the target to strike back is if their Dex/Strike Rank were higher than the oncoming rider, AND they have specifically delayed their action, AND they have a shield or second weapon to parry with. OOPS, should have read a bit further. See above. SDLeary
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