[Rq-rules] Siz and Hit Points
Paul Cardwell
carpgachair at yahoo.com
Wed Nov 1 09:25:17 PST 2006
What?
I was under the impression that the discussion was on
natural armor. Obviously one can pile on constructed
armor to the point of immobility - or as some systems
I have seen, in fine disregard of the square-cube law.
Paul Cardwell
--- Ashley Munday <aescleal at btinternet.com> wrote:
> Oh, silly me! I obviously said "The only armour a
> creature gets is based on it's damage bonus. It is
> completely forbidden to add extra armour to any hit
> location."
>
> Ash
>
> --- Paul Cardwell <carpgachair at yahoo.com> wrote:
>
> > --- Ashley Munday <aescleal at btinternet.com> wrote:
> >
> > > Why not use the old Gateway Bestiary suggestion
> > that
> > > you get two points of natural armour for every
> d6
> > of
> > > damage bonus to represent the effect of high STR
> > and
> > > SIZ?
> > >
> >
> > Because SIZ is not a good indicator of armor and
> STR
> > is totally irrelevant to the subject other than
> that
> > muscle thickness may give slight protection to
> vital
> > organs below. Turtles, armadillos, and almost any
> > exoskeleton creature has high natural armor in
> > relation to its size, while a rhino has high armor
> > compared to a similar sized water buffalo which
> only
> > has high armor on its forehead (19 in hit
> location).
> >
> > If you care about accuracy (and I realize a
> > substantial portion of FRPGs do not), then each
> > species must be considered on its own features -
> > even
> > fabulous beasts should follow the laws of
> biophysics
> > to a reasonable degree (large flying creatures
> being
> > an exception in that regard only as they do not
> > typically have two meter sternums to anchor the
> > necessary flight muscles).
> >
> > Paul Cardwell
> >
> >
> >
> >
>
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