Subject: 11 rebnuN ,1 emuloV tsegiD QR ehT This issue: Knockback (Andrew Bell) Gurps combat (Elliot Wilen) Things I would like to see (Thomas E. Young) Two-handed Weapon use (Steven A. Schrader) Ed's note: Just in case you got confused, bracketed comments [like this] are comments from me, the editor. I hope nobody objects to me correcting the occasional typo or spelling error. I spent a summer proofreading, and since then have been obsessive/compulsive about spelling. --- From: firstname.lastname@example.org (The Ed) Subject: Knockback It seems to me that the weapon you're using should have a lot to do with what amount of knockback you do. A shield used for attack, for example, should do almost no damage (with the exception of spike shields). Instead, it should be able to stagger an opponent. Likewise, a mace or other impact weapon should do more knockback than an edged weapon or an impaling weapon. Does anyone know of a system that differentiates well in this respect, that could be used in an RQ system? The critical charts from Rolemaster deal with this sort of differentiation, but not in a way that can be easily stolen. --- From: 8hum190@violet.Berkeley.EDU (Elliot Wilen) Subject: Gurps combat (clarification/elaboration) In answer to a couple questions raised by our illustrious editor: 1. GURPS does use hit locations, but they're optional. If you don't use them you're basically assumed to always get hit on the torso, and so you use a single armor value with no special effects. When your HP drop to 3, your movement (and dodge) is cut in half. Whey you've only got 0 HP, you have to roll each round (against your Health, i.e. Con) to stay conscious. Below 0, you fall immediately. With hit locations, hitting a certain area has a special effect. Blows to the cranium and impaling attacks on the abdomen do greater damage. Damage over HT/2 to a leg or arm cripples it. Damage over HT/3 to a foot or hand cripples it. Damage over HT/3 to the cranium stuns; over HT/2 knocks out. (For other areas, exceeding HT/2 is needed to stun.) Finally, if a crushing blow strikes the cranium or abdomen, there is a chance of knocking out the victim if the blow does any damage, or misses doing damage by 1 point. There are a few ambiguities, in my opinion, but that seems to be how things work. One thing I don't like is the way that crushing blows get special treatment for knocking a person out--it doesn't matter whether you're being hit by a sword or a cudgel if the force of a blow on your helmet is the same. There's also a rule which gives the cranium a certain amount of protection because of the skull, but it seems to ignore the (extremely dangerous) effects of sword slash across the scalp, even if it doesn't crease the skull. One more thing about the way GURPS HL's work--you *must* aim to hit a special location. Each location has a penalty to hit which is subtracted when aiming for that area. If you don't take a penalty, your blows will hit the torso, for no special effect. [I think they're going about things in the wrong way, and I'm telling them so right now (on the SJG BBS).] Oh, incidentally (this will make a difference in your evaluation), the human average for Health (HT), which is the value used for hit points, is 10. Because of the way the costs/benefits work out, PC Healths probably fit a bell curve centering around 11. 2. Re: having a weapon weighted properly for your strength--whether you use the Damage Bonus (as in RQ or D&D) or base weapon damages on the user's strength, this factor is either ignored or it's assumed that people always get the appropriate weapon to maximize use of their strength. However, GURPS does distinguish between a small mace (swing+2, minimum ST to use 11) and a regular mace (swing+3, min ST 12). In a way, this creates a breakpoint at 11/12, but one should keep in mind that there is a real difference between these two weapons in weight and cost, no just damage, so a stronger person might still use a small mace. Also, a person who doesn't have the minimum ST for a weapon may still use it at a penalty to hit (-1 per point lacking), but not damage. --Elliot --- From: email@example.com (Thomas E. Young) Subject: Things I would like to see: A poll taken on the various levels of ability of characters in other campaigns. Example: Our group has about 6 regular players in it. Our combat ability ranges from ~45% - 75% to hit with each characters primary weapon. Their secondary weapon ~30% - 55%. We also have *no* magic weapons or items at all, and very few magic spells ( only one person has heal and two people have disruption). [If you wish to participate, send me (acb) your info and I'll send it all on to Tom so he can compile it. The pertinent info is: How long you've played this character Main weapon attack Main weapon parry Secondary weapon attack Secondary weapon parry Number of points of spirit spells Number of points of divine spells Number of sorcery spells Number of points of magic point matrices/crystals/pow of bound pow spirits Number of other magic items Do this for any number of characters you're familiar with.] Does anyone else experience the dreaded 'parry gap'. The majority of our characters have an attack about 3-7% higher than their parry ( although I have seen it as high as 16%). [It gets worse, since only Humakti have a spell that seriously affects parrying skill, and that only for people who have Cults of Prax. Many people have bladesharp, ironhand/claw/beak/psuedopod, bludgeon, and/or several divine spells that raise their attack skill. Thus this difference becomes even more pronounced when magic is accounted for.] Something else I would very much like to see is the stats on other player's characters. It would be nice if every one could post their characters, but most people probably wouldn't respond due to the time involved. I have found that other players characters are excellent for NPC incounters. [If you wish to participate, I'm foolish enough to offer to type in the info myself. Send character sheets you wish included to: Andrew Bell 207-15 Melville Loop Chapel Hill, NC 27514 If you have other things you just don't have the patience to type in, you can also send them to that same address. Expect some delays in seeing it though.] Thats all for now. See ya, Tom --- From: "Steven A. Schrader 237 - 8196"
Subject: Two-Handed Weapon use Upon thinking about twohanded weapon use, I found several reasoning errors. Conceivably the reason one can attack AND parry in the same round is that the person has two hands that they can do things with. THAT makes sense. Why then can a person using a two-handed weapon do the same thing? To correct this I came up with the following: One can attack, Offensively Dodge, Defensively Dodge, or Parry with each hand. When using a two-handed weapon, both hands act as one so one can only do one. An Offensive Dodge is a dodge in which the person can Attack that same round, but 1 Sr AFTER the other combatant swings or +1 Sr , whichever is greater. (one must time these things ya know %) ) A Defensive Dodge is a dodge that in which the person can not attack that round, but can move out of range of the opponent(Similiar to disengaging). The Dodge moves the person 4 M distant from the other combatant. An Defensive dodge can be used after an offensive dodge to move the person out of a combat situation unscathed. If any Dodge is Failed, then the person has NOT moved and therefore could not have disengaged. 'Nother thing to help out two handed weapon use. Give a Bonus for damage. Haven't figured out what yet, but I was thinking of using Str+Siz for One-Handed use and Str*1.5+Siz for two-handed use. ------- -- Steven A. Schrader --- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. RuneQuest is a trademark of Chaosium, Inc. Send submissions, mailing list changes, requests for old article lists, etc. to: firstname.lastname@example.org email@example.com or ...!mcnc!duke!acb Request old articles by volume number and issue number.