RQIV Survey (Damage)

From: JOVANOVIC@CUCCFA.CCC.COLUMBIA.EDU
Date: Fri 02 Jul 1993 - 02:16:31 EEST


RQIV Damage Bonus, Weapon Damage, Armor and Hit Location Proposals

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The following document contains a number of proposed changes to the
RQ damage system (a number of which based on comments from various
playtesters). Since this particular set of changes would result in
a significant change from the current rules, we are very interested
in getting your feedback on whether you think they would be worth
implementing.

To give you some background, these changes were made in response to
a number of comments on the RQIII damage system. The comments
included complaints regarding the sudden jumps in the damage bonus
table, and the odd mathematical progression of the current damage
bonus table. The other major set of complaints had to do with the
extreme amounts of damage RQIII weapons did. Essentially, given the
ease of achieving a 1D4 damage bonus in RQIII (since an average
human in RQIII has 13 SIZ, and would need but a 12 STR to obtain a
1D4 damage bonus) and the damage done by weapons, most weapons,
even daggers, would incapacitate whatever location they struck
on an average or above average (12-13 HP) human. An average
dagger blow (1D4+2+1D4, or 7 points of damage) would sever or
irrevocably maim the arm of an average human (with 3 HP arms).
The weakest possible blow (4 points of damage) would automatically
render the arm useless - there is no chance of a light wound occuring.
A second set of comments came from a number of people that found
keeping track of two hit location tables (Melee and Missile/Spell)
an unnecessary complication.

To address the first of these issues, we have developed and tested a series
of changes to damage bonus, weapon damage and AP values for parry armor
and armor. Damage bonus is smoother, has far less extreme breakpoints,
and is much easier to apply. Weapon damage was reduced and simplified
slightly (for the most part, by simply removing any adds to weapon dice,
that is a 1D8+1 Broadsword would now do 1D8 damage). This makes rolling
weapon damage faster and simpler (particularly useful for GMs), since
now the GM generally need only roll 1D8+2, to calculate weapon and damage
bonus damage, as opposed to RQIII, where a typical damage roll would be
1D8+1+1D4. The weapon die roll still retains a strong random element
with respect to the amount of damage done - so one can still land
a weak blow or a solid blow. However, since the total amount of damage
done is slightly reduced by these changes, the results of weapon damage
now seem slightly more realistic - a good dagger blow might well render
an arm useless, but would not on the average sever or irrevocably maim
the arm. A weak dagger blow might leave the arm still functional.
Heavier weapons have more serious effects, but in general weapon damage
seems to have a more realistic set of effects, and is simpler to calculate
than in RQIII. To compensate for the slight decrease in weapon damage, weapon
parry AP and armor AP were slightly reduced - typically by 2 AP - which brings
armor values back in line with RQ2 values, for those of you familiar with RQ2.

To address the second issue, we have a single hit location chart which
combines the melee and missile hit location charts. Using the melee
chart or missile/spell chart alone to cover both types of actions
seemed unrealistic (if using the melee chart alone, spells and missiles
tend to hit the legs most often, and the abdomen or chest very rarely,
which seems unreasonable; if using the missile chart alone, head
hits seemed too infrequent, and chest hits too frequent).

Although we feel that both of these changes address some of the comments
we've received and are improvements on the current set of rules, we're
not sure whether people currently playing RQ2 or RQIII feel that their
advantages outweigh their disadvantages, namely that they would force
conversion of PC and NPC damage bonus and weapon damage statistics in
current RQIII games and in published RQIII scenarios. Thus the reason
for the distribution of this document - following the rules changes
described below is a simple two question survey. We would greatly
appreciate receiving your responses to the survey.

Thank you,

Oliver Jovanovic

DAMAGE BONUS

          Damage Min. Avg.
STR+SIZ Bonus STR+SIZ

1-5 -4 1
6-10 -3 3
11-25 -2 6
16-20 -1 8
21-25 0 11
26-30 +1 13
31-35 +2 16
36-40 +3 18
41-45 +4 21
46-50 +5 23
51-55 +6 26
56-60 +7 28

Each +5 add 1

Footnote to Damage Bonus Table

Damage bonus for large creatures (or any creature) can be
simply calculated by dividing the creatures STR+SIZ by
5, rounding up, and subtracting 5.

[This set of changes is meant to smooth out the progression of
 the damage bonus, eliminate the extreme breakpoints, and
 simplify and speed the calculation of damage. The progression
 at higher levels is very similar to RQIII (1D6 per 16 points, or
 3.5 per 16 points in RQIII, vs. 3 per 15 points or 3.2 per 16 points).]

MELEE WEAPONS

               Damage AP A% P% SR ENC STR DEX Cost Notes

1H Swinging

1H Axe

Hatchet 1d6 6 15 10 2 0.5 5 9 10
Battleaxe 1d8 8 10 5 2 1 7 9 50

1H Dagger

Knife 1d3 3 15 10 3 0.2 0 0 5 Easy
Dagger 1d4 4 15 10 3 0.5 0 0 15 Easy
Main Gauche 1d4 6 10 15 3 1 0 9 50 Easy

1H Flail

Grain Flail 1d6 4 10 5 2 1 7 9 5 (vs. 3/4 Def)
War Flail 1d8 6 5 5 2 2 9 11 100 (vs. 3/4 Def)

1H Mace

Singlestick 1d4 4 15 10 2 0.5 7 7 3
Light Mace 1d6 6 15 5 2 1 9 7 25
Heavy Mace 1d8 8 15 5 2 2.5 13 7 40

1H Hammer

Warhammer 2d4 6 15 5 2 2 9 9 60

1H Sword

Shortsword 1d6 6 15 10 2 1 7 7 40
Sickle 2d3 5 10 10 2 1 7 9 30
Scimitar 2d4 8 10 10 2 1.5 7 9 60
Broadsword 1d8 8 10 10 2 1.5 9 7 60
Bastard Sword 1d8 9 10 10 2 2 13 7 125

1H Thrusting

1H Dagger

Knife 1d4 3 15 10 3 0.2 0 0 5 Easy
Dagger 1d4 4 15 10 2 0.5 0 0 15 Easy
Main Gauche 1d4 6 10 15 2 1 0 9 50 Easy

1H Spear

Javelin 1d4 4 10 5 2 1.5 5 7 30
Spear 1d6 6 10 5 2 2 7 7 15
Heavy Spear 1d8 8 10 5 2 2.5 9 7 30

1H Sword

Shortsword 1d4 6 15 10 2 1 5 7 40
Scimitar 2d3 8 10 10 2 1.5 5 9 60
Broadsword 1d6 8 10 10 2 1.5 7 7 60

Lance

Lance 1d10 8 5 5 0 3.5 7 7 75

2H Swinging

2H Axe

Battleaxe 1d10 8 5 5 2 1 7 9 50
Scythe 1d10 6 10 10 1 2.5 9 9 10
Greataxe 2d6 8 10 10 1 2 13 9 75
Poleaxe 2d6 8 5 10 1 2.5 13 9 125

2H Flail

Military Flail 1d10 8 5 5 1 2.5 13 11 120 (vs. 3/4 Def)

2H Mace

Quarterstaff 1d8 8 10 15 1 1.5 9 7 5
Heavy Mace 1d10 8 10 10 2 2.5 13 7 40
War Maul 2d6 9 10 10 1 3 13 9 50
Troll Maul 2d8 10 10 10 1 5 17 7 50

2H Hammer

Great Hammer 1d10 8 10 10 1 2.5 11 9 100

2H Sword

Swordstick 1d10 8 10 15 1 2 7 13 75
Bastard Sword 1d10 9 10 10 2 2 13 7 125
Great Sword 2d6 9 10 5 1 3.5 11 13 250

2H Thrusting

2H Spear

Javelin 1d6 4 15 15 2 1.5 5 7 30
Spear 1d8 6 15 15 1 2 9 7 15
Heavy Spear 1d10 8 15 15 1 2.5 11 7 30
Pike 1d10 10 15 5 0 3.5 11 7 50

2H Sword

Swordstick 1d8 8 5 15 1 2 7 13 75
Great Sword 1d10 9 5 5 1 3.5 11 13 250

Fist

Fist

Fist 1d3 3 30 30 3 0 0 0 NA Easy
Cestus +1 5 30 30 3 1 9 0 25 Easy
Claw 1d4 5 15 15 3 1 7 9 50 Easy

Kick

Kick 1d4 3 15 5 3 0 0 0 NA

Grapple

Grapple 1d4 3 30 30 3 0 0 0 NA

MISSILE WEAPONS

               Damage AP A% P% ENC(m) STR DEX Cost Notes

Blowgun

Blowgun 1d3 2 5 5 .5(.05) 0 9 25 Easy

Bow

Short Bow 1d6 3 5 5 .5(.05) 9 9 75 4
Nomad Bow 1d8 4 5 5 .5(.05) 13 9 200 5

Crossbow

Light Crossbow 1d6 4 30 5 3.5(.05) 9 7 100 Easy
Med. Crossbow 1d8 5 30 5 5(.05) 11 7 200 Easy
Heavy Crossbow 1d10 6 30 5 8(.05) 13 7 300 Easy

Javelin

Dart 1d6 3 15 5 0.5 7 9 15
Javelin 1d8 4 15 5 1.5 9 9 30
Ataltl +2 4 5 5 0.5 7 9 15 Launcher

Lasso

Rope Special NA 5 NA 1 9 11 75
Pole Special 4 15 5 3 9 9 50

Sling

Sling Stone 1d6 NA 5 NA .1(.05) 5 11 NA
Sling Bullet 1d8 NA 5 NA .1(.1) 5 11 0.1

Staff Sling

Stone 1d8 4 15 5 1.5(.1) 7 9 NA
Bullet 1d10 4 15 5 1.5(.2) 7 9 0.5

Throw

Rock 1d3 NA 15 NA 0.5 5 11 NA Easy

Thrown Axe

Throwing Axe 1d6 5 15 5 0.5 9 11 40

Thrown Knife

Throwing Knife 1d4 4 5 5 0.2 5 11 40
Shuriken 1d3 NA 5 NA 0.1 0 13 10

SHIELDS

               Damage AP A% P% SR ENC STR DEX Cost Notes

Small 1d3 8 5 15 3 2 5 7 50 Assumes wood.
Medium 1d4 10 5 20 3 4 7 7 75 Leather: -1 AP
Large 1d6 12 5 25 3 6 9 7 100 and 1/2 cost
                                                                 Bronze: +1 AP
                                                                 and 2x cost

Footnotes for Melee Weapon, Missile Weapon and Shield Tables

Using a 1H weapon 2H adds 2 to effective STR.
Can trade excess STR for DEX, 2 to 1 to meet DEX minimum.
For each point of STR or DEX below weapon minimum, -10 to skill.

[This set of changes is meant to bring weapon damage to slightly
 more realistic levels, at the same time simplifying and speeding
 the calculation of weapon damage by simplifying the number and
 kind of dice rolled. Weapon AP have been adjusted to take into
 account the slightly reduced damage done by weapons.]

ARMOR

Area Protected Type Material AP ENC Cost

Legs Greaves Leather 1 1 15
                              Heavy Leather 2 2 20
                              Cuirboilli 3 2 40
                              Bronze Scale 5 9 125
                              Bronze 6 7 600

                    Trews Leather 1 1 15
                              Bronze Ringmail 4 3.5 70
                              Bronze Brigandine 5 8 150
                              Bronze Chainmail 5 7 300

Abdomen Skirts Leather 1 .5 5
                              Heavy Leather 2 1 10
                              Linen 3 2 8
                              Bronze Scale 5 4 50
                              Bronze Chainmail 5 3 120

Chest Byrnie Leather 1 .5 8
                              Heavy Leather 2 1 12
                              Bronze Ringmail 4 2 40
                              Bronze Chainmail 5 4 160

                    Curiass Linen 3 2 12
                              Cuirboilli 3 1 24
                              Bronze Brigandine 5 4.5 90
                              Bronze Scale 5 5 70
                              Bronze 6 4 320

                    Doublet Bronze Chainmail 6 6 240

Abdomen and Chest Hauberk Leather 1 1 15
                              Heavy Leather 2 2 20
                              Linen 3 3.5 20
                              Bronze Ringmail 4 3.5 70
                              Bronze Brigandine 5 8 150
                              Bronze Scale 5 9 130
                              Bronze Chainmail 5 7 280

Arms Sleeves Leather 1 .5 8
                              Bronze Ringmail 4 2 40
                              Bronze Chainmail 5 4 160

                    Vambraces Heavy Leather 2 1 12
                              Cuirboilli 3 1 24
                              Bronze Brigandine 5 4.5 90
                              Bronze Scale 5 5 70
                              Bronze 6 4 320

Head Hood Leather 1 .5 4
                              Bronze Ringmail 4 2 20
                              Bronze Chainmail 5 4 80

                    Open Heavy Leather 1 1 6
                    Helm Cuirboilli 2 1 12
                              Bronze Scale 4 4 30
                              Bronze 5 3 120

                    Closed Bronze Scale 5 5 35
                    Helm Bronze 6 4 160

Footnotes for Armor Table

Cuirboilli, Bronze Ringmail, Bronze Brigandine, Bronze Scale, Bronze Chainmail
and Bronze Plate armor has padding already taken into account in its AP and
ENC values.

Overlapping armor has little effect normally - if the lighter of the
overlapping armors has at least 3 AP, add 1 AP to value of the heavier armor,

but make sure to count the full ENC of the overlapping armor. Two pieces of
hard armor (greaves, curiass, vambraces, open or closed helm) may not be
overlapped. Armor must be properly designed to take full advantage of
overlaps, and most Gloranthan cultures do not have the level of technology to
do so.

More advanced forms of armor exist in the advanced cultures of the West and
among the Mostali. These include bronze platemail (7 AP, 30 ENC and 3000L
for a full suit) and bronze full plate armor (8 AP, 25 ENC and 7000L
for a full suit). They are not normally available in other parts of Glorantha.

[These armor values are slighly reduced to take into account the slight
 reduction in weapon values, bringing them in line with RQ2 armor values.]

HIT LOCATION TABLE

Melee, Missile and Spell Hit Location Table for Humans and Humanoids

D20 Location Description

19-20 Head Neck and head
16-18 Left Arm Entire left arm and shoulder
13-15 Right Arm Entire right arm and shoulder
11-12 Chest Rib cage and collarbone
07-10 Abdomen Groin to just under the rib cage
04-06 Left Leg Left leg from foot to groin level
01-03 Right Leg Right leg from foot to groin level

Footnote to Hit Location Table

The table is laid out so that one can roll 1D10 for blows from below,
and 1D10+10 for blows from above.

[A single table, which should speed and simplify the rolling of
 hit locations. The table is also laid out to make it easy to
 remember - splitting the body in half (abdomen/chest) along
 the die half (10/11). A similar merging of melee and missile
 hit location tables would occur with non-humans.]

SURVEY

1) In your opinion, are the proposed changes to damage bonus, weapon damage
   and armor values worth making?

   Yes/No

  (For the purposes of this survey, please answer the above question
   taking the whole of the changes to damage into account - if you
   particularly like or dislike one or more of the changes, feel free
   to append this to your answer.)

2) In your opinion, is the proposed change of using a single merged hit
   location table worth making?

   Yes/No

Please email your responses to:

jovanovic@cuccfa.ccc.columbia.edu

Feel free to simply reply:

1) Yes (or No)
2) No (or Yes)

Thanks again,

Oliver Jovanovic

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