> > evil_edy666 <evil_edy666_at_...> wrote:
> > Throughout the rules I read statements like
> equipment augmenting
> > target numbers etc. Where do these numbers come
> from and more
> > importantly how do I determine what those numbers
> are? Example is I
> > have 2 players both are wearing a harden leather
> and wield dual Short
> > Swords. But no where in the rules can I find a
> mention of how I am to
> > determine what bonuses the equipment might give?
> Or is up to me to
> > just wing these numbers and make something up?
>
> As noted in a previous message, page 78 gives the
> guidelines.
>
> In general, "small" weapons get a +1 bonus, "medium"
> a +3, and "large" get
> +5.
> I arbitrarily decided on the categories, but
> basically, "small" weapons are
> things like hatchets, daggers, shortswords, pointy
> sticks, etc. "Medium"
> weapons are the standard of their type -
> broadswords, 1H axes and maces,
> spears, and the like. Finally, "Big" wepaons are
> pretty much all
> two-handers.
The stubborn runequest-trained simulationist in me has never liked this method; I've always preferred to have different weapons cause different wound levels, rather than have them as augments to an ability roll.
> Armor is also divided in a similar 1/3/5 system,
> with shields adding a +1.
> Armor is generally considered along a fabric angle,
> with leather, furs,
> cotton padding, etc. at the low end, flexible metal
> (Chain, lamellar, Scale)
> armor in the middle, and Full Plate at the upper
> end.
Ditto, armour reduces the wound level.
This method can also be used in social situations etc.
YHQMV, Lev
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