[RQ-Rules] Re: Performance Improvements
Andrew Mellinger
andrew at crashbox.com
Thu Jul 14 06:31:51 PDT 2005
On Wed, 13 Jul 2005, Alan K. Crandall wrote:
> Combat is now more "Stormbringer" than RQ. Hit locations are gone (but
> retained as optionals for special cases).
> Eliminated critical hits but retained Impale and the Slash and Crush
> options - so those are now the "critical" hits.
> Armor is an average of the AP the character is wearing.
When I was playing a stormbringer game a few years back we made a table
that generages an armor randomizer based on the pieces instead of an
average. I'll dig it up and try to send it.
> Kept the "Stormbringer" major wound thing but bagged the table of inuries
> that came with it.
> Gave a more generous hit point bonus.
>
> --- most of this is because we wanted a more "D&D" like kind of campaign,
> where the characters were less brittle, a little more superheroic - BUT not
> falling into the D&D "Oh, I'm tenth level - watch me wipe out an army of
> orcs single-handed" thing.
Right we've tried to do that too but keep the the lethality. One of
the central focus of AQ was the ability to support characters with skills
well above 100% and even play superheroes up in the 400% percent. I
borrowed some ideas from Mr. Perrin and reworked them to d20.
> NEVER ever ever substituted APP for CHA. Never! I found the whole concept
> insulting - especially since the original RQ gave such a beautiful, accurate
> description of the whole concept of CHA. We use CHA. Always have, always
> will.
I've always had problems with CHA. I think that CHA is such a complicated
aspect that I've never liked having it as an attribute. Big discussion
here, this could use a new thread.
> I also learned that you can't just shoehorn everything into the Glorantha
> model.
<snip>
Absolutely. Glorantha has such a special feel that it is hard to work
with. Harn also has a really different feel, and it is nice to contrast
the two.
-Andrew
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