[Rq-rules] Siz and Hit Points

Julian Lord julian.lord at gmail.com
Thu Nov 2 05:35:33 PST 2006


Steve :

When you start talking about integral armor based on stats, you are starting
> to go into the Hero System and you have to start making distinctions between
> killing damage and impact damage. A strong human may have 4 points of
> protection against a fist or club, but a sword or spear is going to go right
> through it. Animals have similar problems.
>
> I have no problem with this. Hero System is one of my favorite systems.
> But you do have to make a distinction between the two types of damage.
>
> Steve Perrin, who hasn't notice that he has any particular armor against a
> 1d3 fist, even if his SIZ is about 15...


You make excellent points :)

In my house rules, the difference between soft and hard weapons can actually
just be drawn from the difference in damage dice from various kinds of
weaponry, natural or artificial ; soft or hard. Well, basically you can just
use the basic RQ damage values ... ;-) Natural armour actually improves the
distinction between the two, IMO, as a 1d3 fist will only do damage if
backed up by a good roll on the damage bonus -- which doesn't mean knockback
etc can't occur...

I'm about SIZ 16 I guess, and I have occasionally had people hit me with
full force to no effect whatsoever, in fact once some guy hit me and hurt
his hand...

My own idea is that this is not really based on Mass, I'm just using this as
a convenient game convention. The real principle behind my own take on this
idea is that it is actually much harder to hurt someone or some animal than
was presented in RQ3. RQ1&2 of course had the Defense rules, and the natural
armour rules I'm using are an attempt to recreate the effects of RQ2 Defense
in a more system-friendly statistical manner.

I would have used SIZ+DEX as the basis for natural AP, except I wanted to
put the natural AP in the same place as the basic hit locations table, for
pure playability' sake...

Julian Lord
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