[Rq-rules] re: Potency of Disruption Spell
Lance Dyas
lancelot at inetnebr.com
Sat Feb 24 00:49:34 PST 2007
I am used to Stormbringer so my understanding of the numbers is skewed..
not identical to baseline RQ
In Stormbringer at least the idea that Arrows can be "stopped by even
remotely decent armour" is hog wash
between variable armor coverage (die roll) and critical hits which
double damage and the disabling impact of major wound effects
it is not very predictable...averages would make the Speedart far better
in this context.
Note in Stormbringer the tactically correct thing to do... is not to
target and assassinate one enemy but rather target as many
as possible so that you might in one fell swoop disable enough
adversaries that they all give up ... yeah I like it.
Leon Kirshtein wrote:
> And lets compare to something like Speedart +15% tp
> hit +3 damage!
>
>
> --- Paul Cardwell <carpgachair at yahoo.com> wrote:
>
>
>> --- DevinC at aol.com wrote:
>>
>>
>>> The problem I always had with it is the prospect
>>>
>> of
>>
>>> concentrated firepower.
>>> Put the PCs up against six opponents with Disrupt,
>>> and if the foes have any
>>> sort of intelligence they are going to fire 6
>>> Disrupts per round at one target.
>>> That often equals a dead PC every round or two.
>>>
>> Not
>>
>>> very fun.
>>>
>>> Devin
>>>
>> But they still have to overcome resistance, knock
>> down
>> Countermagic, get more than one point of damage at
>> widely separated hit locations at a time, resist
>> counterattacks, etc. Powerful foes against
>> beginners,
>> you're right, but that would apply to any other
>> situation as well.
>>
>> Paul Cardwell
>>
>>
>
>
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