weasel_fierce
Mongoose
Not one for mook rules but I might use this one on occasion. The location-less combat looks nice for very large games. Cant wait to try that out
Very interesting indeed! The only issue I have is what locations (or how many locations) must be covered by armour for it to count. maybe I should assume torso armour unless otherwise targetted.weasel_fierce said:Not one for mook rules but I might use this one on occasion. The location-less combat looks nice for very large games. Cant wait to try that out
When you reach half your total HP, you're dead, regardless of anything else.Deleriad said:The first obvious thing is that it suffers from the same problem as MRQ before the GM's handbook which is that anyone with a high resilience fights on forever until actually dead.
Its omitted, however the article states the new system replaces locational hit points, not hit locations. Hence, you'd still roll for where the hit is, for purposes of armour.Then, of course, the author completely neglects to mention armour and how it interacts.
Unless theres an argument for creatures with multiple locations being more encumbered by armour, you're propably rightArmour skill penalty. How is that figured. I guess you say it equals AP*7% but what about non-humanoids with more than 7 hit locations? To be honest I would probably keep it simple and say it equals AP*5%.
I'd just apply them towards total HP once.How do you figure out damage and healing effects that affect all or multiple locations?
As above. You'd use the armour on the location struck.Finally, the critical wound table means that even 1 point of Armour saves you from having your head damaged under all circumstances, unless the attack was a critical hit as well. It's a classic example of rules complication that ought to get edited out.
When you reach half your total HP, you're dead, regardless of anything else.Deleriad said:The first obvious thing is that it suffers from the same problem as MRQ before the GM's handbook which is that anyone with a high resilience fights on forever until actually dead.
Its omitted, however the article states the new system replaces locational hit points, not hit locations. Hence, you'd still roll for where the hit is, for purposes of armour. I'd ignore the chart references to locations and just figure them as degrees of severityThen, of course, the author completely neglects to mention armour and how it interacts.
Unless theres an argument for creatures with multiple locations being more encumbered by armour, you're propably rightArmour skill penalty. How is that figured. I guess you say it equals AP*7% but what about non-humanoids with more than 7 hit locations? To be honest I would probably keep it simple and say it equals AP*5%.
I'd just apply them towards total HP once.How do you figure out damage and healing effects that affect all or multiple locations?
As above. You'd use the armour on the location struck.Finally, the critical wound table means that even 1 point of Armour saves you from having your head damaged under all circumstances, unless the attack was a critical hit as well. It's a classic example of rules complication that ought to get edited out.
Actually you're confusing NPC General HPs and Mook rules here. Under the first, once you reach 0HPs or fewer you make a resilience roll each round or fall unconscious. Instant Death happens at -1/2 HPs (e.g. someone with 12HPs falls dead at -6HPs)weasel_fierce said:When you reach half your total HP, you're dead, regardless of anything else.
If you run that interpretation, you negate 75% of the reason for switching as you still have that D20 roll to make and, furthermore, if you get a critical hit then you could have the odd result of hitting the enemy in the right foot, rolling on the critical wound table and discovering that you managed to decapitate them...Its omitted, however the article states the new system replaces locational hit points, not hit locations. Hence, you'd still roll for where the hit is, for purposes of armour.
Duh, I mistyped. Yeah, at negative half your HPDeleriad said:Actually you're confusing NPC General HPs and Mook rules here. Under the first, once you reach 0HPs or fewer you make a resilience roll each round or fall unconscious. Instant Death happens at -1/2 HPs (e.g. someone with 12HPs falls dead at -6HPs)
If you run that interpretation, you negate 75% of the reason for switching as you still have that D20 roll to make and, furthermore, if you get a critical hit then you could have the odd result of hitting the enemy in the right foot, rolling on the critical wound table and discovering that you managed to decapitate them...