[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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