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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.<br>
<br>
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.<br>
<br>
mea maxima culpae,<br>
Sven<br>
<br>
On 12/15/2010 10:32 AM, Bjørn Are Stølen wrote:
<blockquote cite="mid:BLU157-w16FF0F889B573A24EECAC5BB140@phx.gbl"
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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:<br>
<br>
A: Tip from a fellow subscriber: Drop damage bonuses unless you've
learned Martial Arts as a skill<br>
B: (Inspired by A) Reduce Damage bounus dices.<br>
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%<br>
<br>
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.<br>
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.<br>
<br>
<hr id="stopSpelling">
From: <a class="moz-txt-link-abbreviated" href="mailto:mason.bruce@gmail.com">mason.bruce@gmail.com</a><br>
Date: Tue, 14 Dec 2010 09:05:31 +0000<br>
To: <a class="moz-txt-link-abbreviated" href="mailto:runequest@rpgreview.net">runequest@rpgreview.net</a><br>
Subject: Re: [Runequest] Acid and Dagger Damage<br>
<br>
<div class="ecxgmail_quote">On 14 December 2010 08:38, Nikk
Effingham <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:nikk.effingham@gmail.com">nikk.effingham@gmail.com</a>></span>
wrote:<br>
<blockquote style="padding-left: 1ex;" class="ecxgmail_quote">DAGGER
DAMAGE<br>
<br>
>How best can I match this information with the<br>
>many reports I've heard of people being stabbed
repeatedly, yet walking<br>
>out of the hospital the next day with superficial wounds?<br>
<br>
Break away from the RQ ethos where a single attack roll
represents a<br>
single blow. So rolling 5 damage might represent three smaller
cuts to<br>
the same location. And a roll of no damage that penetrates
armour, or<br>
a miss, might still represent a foe being cut a tiny bit that
doesn’t<br>
really debilitate them.<br>
</blockquote>
<br>
</div>
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. <br>
<br>
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. <br>
<br>
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