SV: [RQ-Rules] Re: RQ-Rules digest, Vol 1 #139 - 11 msgs
bick10 at attbi.com
bick10 at attbi.com
Thu Apr 17 15:44:18 UTC 2003
> Well I'm not sure if we both have misunderstood the RQ3 crit & impale rules
but
> I have interpreted the rules in the exact same way.
> So I would also get 36 points on a crit and then roll the damage bonus.
>
> /Pontus
>> As for Fireblade, you're right, it does balance quite nicely as you describe
>> it. But why do you think the damage for a criticalling truesworded scimitar
>> with Bladesharp 4 is 2d6+8+16? I've alawys played that an critcal from an
>> impaling weapon does maximum damage possible, so an scimitar that imapled
would
>> do 2d6+4, so if it was a critical that'd be 16 points straight off the bat,
if
>> it was truesworded that'd be 32, plus the bladesharp 4 makes 36 points on a
>> crit, plus damage bonus. Have I misread a rule all this time?
>> Nikk
I am in the camp that separates Impale and Critical. I do not like the super
powered Critical Impale. I prefer that a crit is max Weapon damage plus damage
Bonus by passing armor AP. The Impale is Weapon damage twice plus damage Bonus
(once). And the two do not combine.
Flameblade. I did not allow the 3D6 to maxed out on Crits. My justification
is, the spell specifies 3D6 damage replaces the weapon damage. (no book handy
to verify so I maybe wrong on the specific) On impales I give the 3D6 plus
original weapon damage and damage bonus.
These are still deadly enough and common foes fall rapidly to the PC's
onslaught. Yet powerful NPC's can withstand the initial assault. It is also
powerful enough to scare the players when they see it used against them.
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