[Rq-rules] Damage Reduction *and* Armour Class
Anders Swenson
anders at california.com
Tue Oct 2 09:16:35 PDT 2007
On Sun, 30 Sep 2007 21:34:37 -0600
Stephen Posey <stephenlposey at earthlink.net> wrote:
> Bjorn Stolen wrote:
> > This is a good point. Personally, I've "beefed up" the RQ3-rules, adding
> > both blunt damage, cutting damage and piercing damage, feeling that it's
> > highly relevant.
>
> I've been pondering coming up with something similar myself, based somewhat
> on the damage types from FGU's Aftermath!.
>
> I'd like to see what you've come up with if you're in the mood to share.
>
> > I've used my houserules for some 3 years, now, not
> > feeling that it slows down gameplay. But then again, I'm allso doing
> > medieval re-enactment, making a replica of a knights armor from 1380,
> > and I'm perfectly aware that allthough I find it highly rewarding to add
> > (more) realism to RQ3 in combat, it isn't nessecarily worth the troubble
> > for people more occupied with other aspects of playing RQ than I.
>
> Personally I like having a variety of options for greater and lesser detail
> that I can use when I want or need them.
>
> Stephen Posey
> stephenlposey at earthlink.net
>
RQIII already has a lot of bookkeeping.
--Anders
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