From: David Dunham (ddunham@radiomail.net)
Date: Tue 01 Mar 1994 - 05:35:05 EET
David here, apologizing for accidentally sending to the list instead of
Oliver (I could see his name up there in the "From...").
Newton Hughes said
>Another weakness of the previous editions' rules on this is that
>severing a limb is too much like chopping wood. When I cut a tree
>down, I choose one spot to hit, make a notch, and hack away, so damage
>to the tree is cumulative, and soon the tree is down. When you're
>trying to hit somebody in battle, previous damage isn't all that
>relevant. For instance, if you start with 4 HP in an arm then, even
>if the arm is reduced to -3, somebody should NOT be able to waltz up,
>hit the arm for 1 HP of damage, and lop it off.
I don't see your point. Wasn't it always damage-multiple in a single blow
to sever a limb? The multiple is now 3 in RQ:AiG, in RQ3 it was 2 (and I
don't recall RQ2 for sure).
Loren replied
>I like bleeding rules if they're simple. They'll be used mostly for
>PCs anyway. Players will love the chance to survive for a few rounds
>after being incapacitated.
Huh? I see bleeding rules as a way to die, while forcing you to keep track
of your character's slowly declining health.
0,,
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