[RQ-Rules] Re: supplements from other games and other thoughts
Bjorn Stolen
stolenbjorn at hotmail.com
Mon Apr 28 12:38:33 UTC 2003
I too wanted to introduce fixed damage in my RQ game.
After doing testcutting and Longsword fighting + medieval dagger for allmost 2 years, I've changed my mind. It's very difficult to make a cut!(why did the samurais train so much on it), -So now I think it makes perfect sense that a swordcut to a unprotected scull can do only 2 dam. (The damage rules are about the only rules I haven't altered in some way or the other.)
>From: Alan Richards
>Reply-To: rq-rules at crashbox.com
>To: rq-rules at crashbox.com
>Subject: [RQ-Rules] Re: supplements from other games and other thoughts
>Date: Sat, 26 Apr 2003 18:52:30 +0100
>However for about a Year now we've subsumed damage roll and skill
>roll.
>
>Damage = (STR+SIZ/6) + (Fixed Weapon) + (Roll-skill) /10
>
>i.e. damage bonus is now fixed. Weapon damage is now fixed. And each
>full 10% below the character's skill level their roll is adds +1
>damage.
>
>Usually we limit this to no more than base weapon + damage bonus.
>(i.e. skill can do no more than double the weapon's damage).
>
>Still keep Critical which is now 1/100 skill. A Critical
>automatically kills or KOs the target at Player's discretion.
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