[RQ-Rules] Unifying Knockback and Falling Damage
Bjorn Stolen
stolenbjorn at hotmail.com
Mon Apr 28 12:58:37 UTC 2003
>I thought plate was reasonably well done, in that it had great protection
>value but became a liability in extended combats.
Acording to a blacksmith that makes full plate armor, you can do anything in full plate that you can do without (perhaps exept pissing, etc.).
The critical factor in all armor is temperature, but even bambersons, (Linen padded with "sossages" of horsetailhair) is hot as hell! (I know, because I fight in one.) You allso slow a bit down, due to the extra mass you're moving, try to imagine a fight between two dudes in full plate and a hellebard each as a "Robin Hood vs. Little John" at 70% speed.
>I have varied over the years between liking
>that sort of break down and finding it a faff to keep track of. At present
>(But I reserve the right to change my mind...)
My system only slows things down when buying armor and during character creation. I've introduced 27 hit locations (!) and 3 armour values for each... -But once this is done, the game flows as normal speed (just a bit more figures to keep track on)
>I find that the RQIII rules
>for Impales and blunt weapons vs. non-rigid armour cover the bases
>adequately for me...
I don't. I thought the critical impale -stuff , to be too lethal, and,
for instance, only retain the "extra d6 dam. for pulling out an impaled weapon" for arrows with fishbonestyle \ tridents.
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