[Runequest] Drowning, Falling and Poisoning in RuneQuest
stolenbjorn at hotmail.com
Tue Jul 14 19:06:04 EST 2009
As I recall, I've (house)ruled that a critical hit does maximum weapon damage x1, ignoring all natural armor, but not magical armor. Another house-rule I've used is that I made a random critical hit-table (a mirror of random fumbles-table), and in that table you could get results from a critical hit that gave you favours in other ways than bypassing armor; for instance; "the opponents looses counciousness", "the opponent looses his weapon", "the attack ignores armor and impales the opponent, rendering him helpless", etc.
> Date: Tue, 14 Jul 2009 09:40:32 +0800
> From: gazza666 at gmail.com
> To: runequest at rpgreview.net
> Subject: Re: [Runequest] Drowning, Falling and Poisoning in RuneQuest
> > From: runequest-bounces at rpgreview.net
> > A few random armor questions for folks:
> Core rules definitely say that critical hits bypass everything. There
> is a Dwarf enchantment in Elder Secrets that allows them to "buff"
> their armour so it works against critical hits, and I suspect the
> sorcery spell Resist Damage could be argued to work.
> But personally I find the effect of critical hits to be too
> overwhelming - maximising damage AND bypassing armour. We've house
> ruled it so that critical hits merely maximise the damage done;
> arguably this is not really fair for dagger wielders hoping for a
> lucky shot, and it certainly makes missile weapons a lot less
> dangerous. It's a work in progress at the moment.
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