[RQ-Rules] Re: Protection/Knockback

Simon Phipp soltakss at yahoo.com
Thu Apr 24 13:24:35 UTC 2003


Northern DM:

> On a critical hit, armour is ignored.  I have also included natural armour
> in this as I say you have found a weak spot in the  creature.  However,
> what
> about magical protection?  Does is still block its full value or is it also
> ignored.  For example, I'm wearing chainmail/padding (8AP) and I have
> Protection 4 on.  I get hit by a critical.  Does the blow ignore all armour
> or do I only have the Protection to protect me?

Critical hits ignore all armour, magical or physical, so they do damage
direct. The dragon-magic spell "Dragon Armour" specifically protects against
critical hits. We played that Damage Resistance could protect against a
critical hit, but that the daamge is doubled when working out whether it was
blocked.

Pontus Amberg:

> If protection works as normal armor then does acid corrode Protection as
> it does normal armor? So far I've ruled that it does so we keep track of
> the remaining points of Protection on each hit locations hit by acid.

We played that Protection and Shield were not affected by acid and even
protected against the damage, so someone with Protection 8 or Shield 4 could
go gorp-diving. Mainly, this was because we couldn't be bothered to keep
track of different hit locations with different levels of Protection. Also,
the acid hits the Protection/Shield spell first, thus protecting armour from
being dissolved.

We also played that a critical hit with acid ignored all Protection and
Shield and also ignored the armour, dissolving the flesh but leaving that
precious iron intact. (The number of times that a player yelled with joy at
having an acid spit critical is hard to believe.)


Ash - now confident he wasn't going barking mad all those years:

> Just thought I'd clear up in my own mind how criticals and impales work (as
> stated in the rules) as all the misinformation was confusing the life out
> of me...

We always played a variant of the rules, since we used the crush/slash/impale
alternatives in RQ2 and carried them across to RQ3.

> RQII:
> 
> Effect of impale: Add maximum potential damage for a normal hit to the
> rolled damage.
> 
> Effect of critical hit: Against an armoured opponent damage ignores all
> armour; against a "naturally" armoured opponent, weapon or shield parry, it
> does double damage but doesn't ignore armour.

We always played that natural armour was armour, so it ignored the armour and
didn't double. It only doubled for things with 0(zero) armour.

> Do they stack? The rules don't say either way (that I could find), but the
> game reference charts imply that they do by overlapping the ranges at which
> they occur. YMMV.

We've never played that they stack, in RQ2 or RQ3. In fact, in RQ2 examples
show that an impale and a critical do different damage, I think.

> RQIII:
> 
> Effects of impale: Weapon damage is rolled twice and added together.
> 
> Effects of critical: Weapon does maximum damage and ignores armour.
> 
> Do they stack? Yep, says so EXPLICITLY in the rules and gives an example
> (Signy vs. the Lion).

That's why we used modifed RQ2 rules - the RQ3 ones don't work very well.


Tony Williamson:

> Wow, we have always played that a critical was also an impale, slash, or
> crush, and not looked at it any other way.  But looking through the rules
> (RQ II)I am shocked to say I can not find any mention of it, although it is
> not clear that it doesn't combine either.
> 
> Since we have been playing this way for more years than I remember I not
> sure how we came to that conclusion.  I guess if you think about it, if you
> roll 5% of your attack chance haven't you also rolled 20% of your attack
> chance as well ?

And you have also rolled a normal success, so do you add normal damage on as
well? We thought that stacking damage was too powerful, so we used a Critical
Impale for 1/100th skill which did Crush/Slash/Impale daamge direct.



Bjorn Stolen:

> I allways thought that the knockbackdamage is only relevant when a
> brontosaurus or a gigant sends you sprawling...and then real damage is
> perhaps relevant too?
> 
>  
> The only time the knockback did lethal damage in any of mine games, was
> when a half-gigant sweeped a shipcaptain through his captainscabin and into
> his oak desk...

When a giant smahes you into the ground - The Spike - then leg damage is
probably fair. We had two Great Trolls fighting and knocking each other
through walls, once. The knockback didn't kill them but it knocked the house
down.

Simon



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