From: via RadioMail (ddunham@radiomail.net)
Date: Tue 31 Aug 1993 - 09:12:02 EEST
>From: gal502@cscgpo.anu.edu.au (Graeme A Lindsell)
> There is a point where a player will not accept a rule, saying it
>isn't realistic. This point differs for every person. To remove the
>concept that some people are faster than others is one of mine.
I feel the current system is unrealistic. Impaling someone a second before
>From: Tim Posney <timp@extro.ucc.su.OZ.AU>
their mace was due to land on your skull wouldn't necessarily stop the mace
from continuing in its arc.
>i.e. is an 03 a critical?
> answer - subtract 1 and multiply by 20, giving 40. Is this still a hit
> if so then it is a critical hit.
>i.e. is 17 a special?
> answer subtract 1 and multiply by 5, giving 80, is this still a hit?
> if so then it is a special hit.
Clever. _That_ could go on the character sheet if necessary...
>%% Frankly speaking, I don't think you need both a critical system and a
>%% hit location system in the same game; they cover the same function.
Interesting point -- I ran the latest RQ4 draft last night, and it seemed
like what cost me the most time in a melee was keeping track of NPC damage
by hit location. A player shooting arrows would say, "I do number 6 7 in
the L leg and 5 in the R arm." Me: "Let's see, number six. You did him 5
points where?" "7 in the L leg and 5 in the R arm." (Your GM skill may
vary.) Although I don't miss hit locations when I run PenDragon Pass, I do
feel they're almost a defining characteristic of RuneQuest -- but they sure
are a lot of trouble.
0,,
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