SV: [RQ-Rules] Impale or Crit, one or the other

Roger Benham rog_benham at hotmail.com
Fri Apr 18 09:56:50 UTC 2003


1D4+2+maximum damage for dagger... roll a 4 on the D4 and do the maths!

I don't see how an impale and a crit ever stack.  You roll a fifth of your roll for an impale and a twentieth for a crit.  No stacking.  One ignores armour, the other doesn't.  In practice, we've found the actual distinction somewhat moot- 24 points of damage tends to kill or incapacitate whether or not you're wearing armour.







>From: aescleal at btinternet.com 

>Reply-To: rq-rules at crashbox.com 

>To: rq-rules at crashbox.com, rq-rules at crashbox.com 

>Subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other 

>Date: Fri, 18 Apr 2003 07:13:54 +0100 (BST) 

> 

>Aren't they? How come in the example of play ("Bint stabs lion with dagger") someone does 12 damage with a dagger? 

> 

>Or was this another change in the errata I missed? 

> 

>Ash 

> 

> > from: steve at perrinworlds.com 

> > date: Thu, 17 Apr 2003 21:36:47 

> > to: rq-rules at crashbox.com 

> > subject: Re: SV: [RQ-Rules] Impale or Crit, one or the other 

> > 

> > Whoa. I think I may have been dozing off during the earlier stages of this 

> > debate. 

> > 

> > Criticals and Impales do not combine. A hit is either a normal hit, an 

> > Impale (slash/crush) or a Critical. A critical with an impaling weapon may 

> > have some of the aftereffects of an impale, such as the weapon lodged in 

> > the body of the target, but the two damages do not stack. 

> > 

> > THen again, there are reasons I've moved on to the "number of successes" 

> > rules in SPQR. 

> > 

> > Steve 

> > 

> > >> 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. _______________________________________________ 

> > > RQ-Rules mailing list 

> > > RQ-Rules at crashbox.com 

> > > http://www.crashbox.com/rq-rules 

> > > http://www.crashbox.com/mailman/listinfo/rq-rules 

> > 

> > 

> > 

> > _______________________________________________ 

> > RQ-Rules mailing list 

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> > http://www.crashbox.com/rq-rules 

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> 

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