[Rq-rules] Playing Using MRQ Rules
Bjorn Stolen
stolenbjorn at hotmail.com
Thu May 18 04:56:59 PDT 2006
I can neither give you any numbers as I don't run the MRQ-system. I can only
blurb in general terms:
Aiming is a pain in the certain spot in most RPG-systems, as the ones that
masters it become invincible. I happen to fence from a historical Martial
Manual, and have some reflections as a result of that. The easies thing to
do is to drop any aiming-special-rules. This can be done easily, as when
people fence, they allways seek out theese weak-spots in the first place!
-but how can a sword do damage to full plate armor then? -you might ask.
the simple (and to roleplaygamers' horrible) answer is that swords don't do
damage to full plate armor. They only do damage under extraordinary
circomstances, that I feel is perfectly covered by the speical and critical
hit- rules. I've made houserules that differs between the kind of damage a
weapon can do. A spear can do piercing and bashing damage (each point), a
sword can do cutting/piercing damage, a club can do bashing only, a spiked
club can do piercing/bashing, etc.
If people insist on having aimingrules, I suggest they do somthing about the
use of armor. Nobody wear only full plate armor, for instance. If you find a
weak-spot in a fully plated 15th century knight, he'll often have other
protection beneath; for instance textile-armor or chainmail. So by letting
NPC's and PC's using armor the way it was actually used in real life, you
can limit the extraordinarily bonus of hitting an "unprotected" area. An
other thing is the fact that in order to hit an armpit, or a groin, you
cannot commit "full force" to a blow, it have to be a fast, timed hit. (If
you have pinned the opponent, so that he cannot defend himself, it's another
matter, but in those cases, I don't roll any dice for hitting/damage.)
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