[Rq-rules] Siz and Hit Points
Tom Cantine
tcantine at incentre.net
Thu Nov 2 20:57:16 PST 2006
I do something like that, but instead of a separate stun point tally, I
just apply fatigue for effective stun damage.
On 2-Nov-06, at 9:30 AM, Stephen Posey wrote:
>
>
>
> Discussion of RuneQuest rules. <rq-rules at crashbox.com> wrote:
>
> 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...
> <snippage>
>
> This segues nicely into a house rule I've been pondering but never had
> the chance to try yet.
>
> Loosely based on the damage system in Aftermath! it assumes there's
> two kinds of damage: Stun and Lethal; points of both are tracked on
> HP, but recover at different rates: Lethal over days (as in the
> current HP healing rules) and Stun over a matter of minutes or hours
> (say 1d3 pts per 10 minutes of rest or per hour of continued
> activity).
>
> As a simplifying convention for tracking the points, I thought when
> Lethal damage is received, any existing Stun points are turned Lethal
> before the Lethal points come off HP.
>
> I'd also use a Stormbringer/Elric!-like convention for Critical
> Injuries due to Lethal damage over and above general HP reduction.
> Large amounts of Stun wouldn't result in a Critical Injury, but might
> have other effects (dazed, unconscious, etc.).
>
> If the amount of Stun received exceeds HP, the additional points "wrap
> around" and start being ticked off as Lethal.
>
> The different weapon classes can be defined to do factions of each
> kind:
> Slicing/Stabbing -- all Lethal
> Chopping -- 1/2 Lethal: 1/2 Stun
> Blunt -- 1 pt of lethal per die, the rest Stun
>
> (this is an example of how it could be done, again based on the
> Aftermath! approach, I'm open to tweaking the amounts based on
> experience or other ideas).
>
> This allows you to make some interesting distinctions, e.g. a SPIKED
> mace can do more Lethal damage than a Flanged mace which in turn does
> more than a plain club.
>
> It also lets you draw distinctions between "attack modes" for a weapon.
>
> Other situational damage (e.g. from falls, knockback, energy attacks,
> even cold) seem to me to be better modelled using Stun damage this
> way.
>
> Thoughts?
>
> Stephen Posey
> slposey at concentric.net
>
>
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