[Runequest] Charge! (.. and set)

Lev Lafayette lev_lafayette at yahoo.com.au
Mon Apr 21 00:00:55 UTC 2008


The rules for charging in most editions of RQ are
acceptable, but certainly can be improved. The
following is for RQ 3rd but could easily be adapted
for RQ 1st and 2nd editions and probably RQ AiG. I'll
have to double-check MRQ because it uses a radically
different Strike Ranks system.

The basic rule of thumb is that when charging it is
the additional velocity that causes extra damage. The
greater the velocity, the greater the damage caused.

To charge a character must move and attack in a
straight line, which means no deviations more than 60
degrees at any time during the charge.

To charge a character must also build up sufficient
momentum. This requires a mimimum of their DEX SR plus
1 in movement. Characters with really quick reflexes
(e.g., DEX 20+) can take off and charge with a single
SR. Others are a bit slower.

The damage bonus caused by a charge is equal to the
character's (Move/3)*1d4. A human who charges (Mv 3)
will do 1d4 bonus damage with their weapon. A horse
charge (Mv 10) will do an additional 3d4. 

When facing 'set' weapons (e.g., spears, pikes etc) a
successful hit means the damage bonus is used against
the charger.

These are notes I scribbled on the tram this morning
whilst reflecting on running the joust tournament
yesterday for the Sun County supplement's scenario
"Garhound's Contest". Please comment on any glaring
mistakes that I may have overlooked prior to having my
morning coffee.

All the best,


Lev


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