[Runequest] Armour weight/enc

Andrew Larsen aelarsen at mac.com
Tue Nov 3 11:08:47 EST 2009

All rules systems have that tension between accurate simulation and  
ease of play. What I've always loved about RQ is that it strikes such  
a good balance between those pressures. The Fatigue rules always  
struck me as a needless movement toward simulation. They added a  
little realism without really solving any problem in the system, which  
to my mind isn't a great deal.

Andrew E. Larsen

On Nov 2, 2009, at 4:34 PM, Lev Lafayette <lev at rpgreview.net> wrote:

> On Sun, 2009-11-01 at 15:38 -0800, Steve Perrin wrote:
>> Which is why I went to the CON roll rules I use in SPQR. Nothing  
>> wrong
>> with the RQ3 fatigue rules per se, but as one more chunk of
>> bookkeeping, they were a real problem.
> Personally I've never found the RQ3 Fatigue rules that difficult. The
> base level is calculated before the start of an adventure (Base -  
> ENC).
> If the PCs pick anything up, Fatigue is reduced by the weight of the
> item. If you're in combat lose 2 points per round. If you're in
> negatives -1 per point up to negative base.
> The only real problem is actually derived from RQ3s ENC rules; they  
> are
> a little crunchy, working on the half-kilo, but they're not  
> particularly
> difficult.
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