[Runequest] Acid and Dagger Damage
vikingjarl at gmail.com
Thu Dec 16 14:29:25 EST 2010
Heck, since the original tests that were done on cutting for Runequest
were done using me as the weapon handler - I can tell you they actually
understated the damage done. But then I would drive a 2 inch deep dent
in twelve gauge mild steel with a rattan broadsword and have been
accused of hitting like "The Wrath of God" after clocking one
rhino-hider. He didn't wake up for almost 5 minutes after I smacked him
with a single rattan sword hit & they had to cut the helm off of him.
They understated the damage done by even a small bloke like myself (at
that time I was about 5'10" & weighed 135-140 pounds. As to knife they
way understated the damage I've seen done & have done in real life. In
the service back in the early 70's I've seen a fast backhand cross-slash
take a man's head almost completely off clean & cut to the spine so deep
you could see the gouge marks out of the bone. Admittedly part of it is
technique and part of it is knowing how to properly sharpen your tools.
So those of you feel who the need to "diss" anyone regarding the RQ
rules and heavy damage (aka cleaver-quest) blame me then. I take full
responsibility and blame, because Steve understated from what I've seen,
& done back then.
So perhaps your suggestion "A" or suggestion "C" regarding martial arts
skill (I might suggest to include Runelord level as well as a secret of
the "tradition" gained by a quest or mentoring) could be argued. I don't
see myself in the service as particularly a "Martial artist", but I was
admittedly well trained.
mea maxima culpae,
On 12/15/2010 10:32 AM, Bjørn Are Stølen wrote:
> After doing test-cutting I would not say that damage in rune quest is
> ridicuously lethal, it's just got some glitches. Here are my tips on
> how to fix things:
> A: Tip from a fellow subscriber: Drop damage bonuses unless you've
> learned Martial Arts as a skill
> B: (Inspired by A) Reduce Damage bounus dices.
> C: (Inspired by A) Drop the martial arts-skill alltogether(all
> weapon-skills are martial, it's only in old times people believed that
> eastern MA was any better than weastern), but grant "damage-bonus"
> to skills exceeding 90%
> D: Tip from a fellow subscriber: Make weapons designed for armor
> piercing split damage; one bit that can only be used to penentrate
> armor, so a dagger like the stiletto could do 1d3 damage but have
> AP-value of -say 5.
> E: Introduce armor for clothing, let everybody that wear ordinary
> clothes have 1ap, let anybody wearing padded clothes, european
> medieval style have 2-4 ap.
> From: mason.bruce at gmail.com
> Date: Tue, 14 Dec 2010 09:05:31 +0000
> To: runequest at rpgreview.net
> Subject: Re: [Runequest] Acid and Dagger Damage
> On 14 December 2010 08:38, Nikk Effingham <nikk.effingham at gmail.com
> <mailto:nikk.effingham at gmail.com>> wrote:
> DAGGER DAMAGE
> >How best can I match this information with the
> >many reports I've heard of people being stabbed repeatedly, yet
> >out of the hospital the next day with superficial wounds?
> Break away from the RQ ethos where a single attack roll represents a
> single blow. So rolling 5 damage might represent three smaller cuts to
> the same location. And a roll of no damage that penetrates armour, or
> a miss, might still represent a foe being cut a tiny bit that doesn’t
> really debilitate them.
> This runs the risk of black being portrayed as white. Given that at
> heart RQ is a game not an accurate simulation of reality then stating
> in the game that missed attacks may still do damage but not enough
> damage to actually matter will lead to players saying "huh?" It was to
> break away from this type of sophistry ("hit points aren't really hit
> points they're actually a measure of luck and skill so a 10th level
> barbarian being hit by an axe for 7 damage was actually just made a
> bit more tired by getting out of the way while the 1st level woodsman
> standing next to him was cut in two by 7 damage from an axe.)
> Generally speaking, once a game starts giving ludicrous results (you
> can't hit a normal person with a dagger without breaking their arm)
> then you either accept it as a wrinkle and get on with it or you
> revise the game. Trying to explain it away through sophistry is a
> slippery slope.
> In my opinion RQ3 is ludicrously lethal and that lethality makes for a
> poor game. I know I fixed it in all my years of running it through the
> application of large amounts of GM fudge.
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