-
Posts
588 -
Joined
-
Last visited
Content Type
Forums
Blogs
Gallery
Downloads
Profiles
Events
Posts posted by icebrand
-
-
Hi, im Alex, and i've been playing RQIII since... Erm... 1990-something.
I live in Buenos Aires, i love sportbikes (have a 1st gen yamaha R6) and Judo.
RPG-Wise i played:
RQ2-3,
In Nomine Satanis/Magna Veritas (the original, not SJG's)
WEG's StarWars
AD&D - DnD 3-3.5e
Fuzion
FATE (Spirit of the Century & Starblazer)
WW's WoD (vampire masquerade, elysium, werewolf, mage)
WW's nWoD (werewolf and changeling)
And i think that's it (actually i did play merp & warhammer 1st ed, but i'd rather forget those)
Shields, Dodge, Parrys and Stuff [that doesn't add up and i HATE to houserule!]
in Basic Roleplaying
Posted
It seems that besides missile combat, shields are utterly useless, and dodge > parry in any situation.
The dodge-parry thing i can understand (and live with).
-> Parry does not work against 2xSIZ opponents, and gets the weapon damaged
-> Dodge is another skill to devote points to
Still, at similar skill levels a character would never parry (as opossed to RQIII where dodge was reserved to huge opponents like dragons and crocs and dinosaurs and trolls with crush).
What are your thoughts about that?
For the shield thingies, I'm thinking on giving them an armor bonus (like helmets), and base chance = to missile parry chance. That should make them usable without even having to invest in them, and experience checks should do the trick after that.
They would be very desirable, with minimum fuss rule-wise.
What do you guys think?