Re: RQ4 Diet

From: Peter A. van Heusden (pvanheus@cs.uct.ac.za)
Date: Tue 24 Aug 1993 - 12:49:30 EEST


> + Hit location rolls. PenDragon and Elric use the Major Wound to get a
> similar effect (where only the most serious wounds need an additional
> roll).

I LOVE Hit Locations. Come on, a d20 roll is no problem. It makes for much more
interesting combat.

>
> + Strike Ranks. RQ4 already virtually gets rid of them with the "2
> actions/round" rule, and it's debatable whether someone can really kill an
> enemy and prevent a blow from landing 1 SR later.

Ok, sure, but the problem at the moment is merging misc. actions with
these rules. Eg. running, etc.

>
> + All rules for bleeding and additional damage (e.g. from impaled weapons).
> Who can keep track anyway?

I can. I do. I like them. I DO NOT like the unconscious at 0, die at neg HP
rule - it makes it much too easy on the players. Maybe give the 1/4 HP to play
with, ie. unconc at 0, die at -1/4 HP. And impales are one of those lovely
RQ concepts that adds flavour to what would be simple hack and slay.

>
> + Fatigue rules (adopt the Elric strategy that most combats aren't long
> enough for them to matter -- Elric does need some sort of ENC rules,
> however).

Its the DM's judgement call. One of my scenarios had the players running away
from Artos across Britain. FP would have been crucial as they got called on to
act as they got more and more tired. The RQ4 fatigue looks good so far. Don't
only think in terms of combat - FP stop players from running all over the place
and then killing someone/climbing a cliff/etc before supper.

>
> + Fumble %s. Elric doesn't use a table, you fumble on 99 or 00.

Maybe this is ok... but I don't think 1 table is too much to consult.

>
> + Separate criticals and specials. For most practical purposes, Elric
> merges these.

VERY useful to have these different successes. Adds detail. Consider that in
fact all of RQ is a scale of successes. Crit = 3, Special =2, Hit = 1,
Miss = 0, Fumble = -1. Lets you go to higher levels of action, eg. Heroquesting
with ease.

> + Skill modifiers. They tend to be small anyway, and it's a royal pain to
> recompute them when your POW changes. (Since stats would matter much less
> then, maybe they should go away too...)

How often does your POW change? Maybe once in 3 months (playing time) if my
campaign is a guide. Some of my players have mods of +10, that kind of thing.
They are nice, give a bit of variety.

Those points I didn't comment on, agreed with.

Peter

*******************************************************************************
Peter van Heusden One man one newsfeed
CS3, UCT, Cape Town, RSA "but I love the setting. and the hippies
pvanheus@cs.uct.ac.za will be back in the fall" Red_Guest on MediaMOO

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