[Runequest] Drowning, Falling and Poisoning in RuneQuest

lev at rpgreview.net lev at rpgreview.net
Tue Jul 14 14:10:37 EST 2009

> Yes, I have tried it & it works rather well. In fact it was one of the
> design ideas that was used in the original play-testing back in the
> 70's. The reason for it's lack of inclusion. One, people cry & there
> became too much focus on armour hunting & repairing, two it was felt
> that the shields & weapons falling apart seemed sufficient to simulate,
> three expeience had shown that armour depletion tends to be slow &
> subtle then a sudden cataclysmic failure - all of which would add too
> much book-keeping to simulate accurately.

Hey Sven,

I quickly cede to your expertise on such matters... Are the values right?
If we reduced APs by 1 each time it was penetrated would that be a fairly
plausible value?

It does seem odd that RQ does it for weapons, but not armour and shields..

All the best,


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