S&P. Simplified injuries and underlings

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
 
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
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.
 
Id go with torso armour yeah. Kinda like GURPS. All hits are to center mass, unless otherwise declared.
Alternatively you could still roll locations and count the armour, its just that HP are generalized

Sometimes I get the urge to compile all the RQ rules in a single monstrous document, then use that as my reference for gaming.
 
The General Hit Points rules are interesting but not exactly fully thought through.

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.

Then, of course, the author completely neglects to mention armour and how it interacts. In addition.

Armour 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%.

How do you figure out damage and healing effects that affect all or multiple locations?

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.

I'm not sure that this system would actually save a GM any time. It's an extra table to reference, extra set of rules and so on. It's a perfectly nice idea but if you're going to suggest rules you really should at least think through the basics of them.
 
I intend to use armour in the same way as in the mass combat rules ie: average the Ap to the nearest full point across all the locations. A mook NPC in full leather(1Ap) but wearing a helmet(5Ap) has a total of 11 Ap. He has 7 locations so that is 2Ap(1.57) if rounded to the nearest. Just deduct this from all damage rolls against this NPC.I dont think it has to be any more complicated where mook NPC's are concerned.
As the article suggests, I will only be using locations for important NPC's and PC's.
 
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.
When you reach half your total HP, you're dead, regardless of anything else.
Also as per the players update from months back, Resilience is capped at CONx5.

Then, of course, the author completely neglects to mention armour and how it interacts.
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.

Armour 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%.
Unless theres an argument for creatures with multiple locations being more encumbered by armour, you're propably right

How do you figure out damage and healing effects that affect all or multiple locations?
I'd just apply them towards total HP once.

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.
As above. You'd use the armour on the location struck.
 
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.
When you reach half your total HP, you're dead, regardless of anything else.
Also as per the players update from months back, Resilience is capped at CONx5.

Then, of course, the author completely neglects to mention armour and how it interacts.
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 severity

Armour 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%.
Unless theres an argument for creatures with multiple locations being more encumbered by armour, you're propably right

How do you figure out damage and healing effects that affect all or multiple locations?
I'd just apply them towards total HP once.

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.
As above. You'd use the armour on the location struck.

I
 
weasel_fierce said:
When you reach half your total HP, you're dead, regardless of anything else.
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)

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.
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...

My post is not to make the point that the rules are bad. It's the kind of thing you would post on a forum, people would point out loopholes and then you would revise them.

That said, I've been playing RQ for more years than I care to think of and I've never felt the need to simplify hit locations. even when running extremely large fights.
 
Deleriad 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)
Duh, I mistyped. Yeah, at negative half your HP

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...

Yeah, putting the locations on the injury chart doesnt make it work well. If you omit those, and just use the effects as injury results I think it'd work okay. Im not too ocncerned with determining a hit location (though I'd almost adapt how it works in Warhammer instead). Its more not having to keep track of HP by location.
 
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