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Old 02-22-2005, 10:12 AM
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RE: Combat Maneuvers and Endurance

Post originally by Dan Davenport at 2005-02-22 09:12:01
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Keith Senkowski wrote:

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Nope. What does happen though is that when you hit 0 your ass is very vulnerable. The odds are that if you get hit (which is more than likley cause you ain't doing nothing) you have to make a FOR/TEM Check to stay conscious.
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Hmmm... Well, if you want to keep Endurance a key factor in maneuvers and multi-actions but want to incorporate skill into the equation -- which I really think you should, as I think some of these moves really ought to be a display of extreme skill -- then you could add negative modifiers for EP loss in a single round, thus allowing more skilled characters to overcome those modifiers more easily. (Although, to be honest, it might be easier to just apply the difficulty modifier directly to the maneuver.)

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The optional damage rules sounds like it would work seamlessly.
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I'd think so. Given that I'm talking about the WFRP modifiers, we're talking about a +3 at most (IIRC).

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Oh and the weapons mechanics grew out of reaaing this book on the evolution of weapons and armor plus watching this show Conquest on the History channel. Both talked about why different weapons were invented and how effective they are against X, Y or Z.
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And they do make sense. I just think that some of the weapons you have listed really ought to be particularly dangerous even if the target doesn't happen to be wearing the kind of armor they were designed to counter. After all, chainsaws were designed to cut wood, but they still do a heck of a lot more damage on a hit than do small knives, even if you don't happen to be made out of wood.

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Dan Davenport
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