homerjsinnott
Mongoose
RMS said:homerjsinnott said:I don't know anybody who used max damage for a crit, we used impaling crits sure but normal damage rolls.
We also ruled that you needed a large amount of room for long 2H swing weapons. So you couldn't use them indoors and teachers were hard to find
Etc. Very, very few people in any of our games use them and they were always way behind in skill (also cause you started at basic).
We did. Isn't that the official rules: max damage, ignoring all armor (even spells if I recall correctly). That's not exactly how I handled it in play, but it worked out that way.
I ruled that slashing weapons did max damage on a special, impaling weapons did double damage on a special, and crushing weapons did max damage bonus on a special. Any critical received the special result and ignored armor. Battle/spirit magic protection spells reinforced armor so were also ignored if armor was ignored. Rune/divine magic always gave full protection, since it was from the gods. That made Shield an extremely useful spell.
Of course, a successful parry still stopped a fair amount of damage, and I houseruled that each level of success for a dodge reduced the level of attack success by one, so a successful dodge turns a crit into a special, etc.
Dodge thing, this was in RQIV yes?
And usually broke the shield I should imagine.
It was too harsh, way too harsh, rules smules, it made combat too deadly even for me and ask my players, I was mean. I once killed a player with a sharpend stick.... ummm, did I say player? I meant character. Yes yes! that's it, a character.
I think the rules changed during RQIII.
I don't understand why one type of magical protection should work and not another? seems a bit inconsistant to me, and lets be honest Shield was potent enough anyway. Anywho, none worked against a critical in any games I was in or reffed.
I don't think the whole Slash/Impale/Crush thing was very balanced.