[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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