[RQ-Rules] Re: Protection/Knockback
aescleal at btinternet.com
aescleal at btinternet.com
Thu Apr 24 15:44:33 UTC 2003
Dunno, I always found allowing combo criticals/impales worked perfectly well - hence why I've always used them. There seemed no contradiction to me in the RQII rules - an impaling composite bow arrow did 1d8 + 9 ignoring armour, FREX, or 1d8 x 2 + 18 against naturally armoured critters.
Likewise, we used slashes and crushes (probably 'cause most of the group were a bunch of sword swingers) and it seemed to fit in okay with critical hits.
I've had a dig for the example that implied that criticals and specials didn't stack and I couldn't find it. Any more clues?
Cheers,
Ash
> from: =?iso-8859-1?q?Simon=20Phipp?= <soltakss at yahoo.com>
> date: Thu, 24 Apr 2003 14:24:35
> to: rq-rules at crashbox.com
> subject: Re: [RQ-Rules] Re: Protection/Knockback
>
> 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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