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#24 | |
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Join Date: Feb 2018
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Quote:
If you charge him, he is at +2 and the rules say he goes first, regardless of your DX. Sux to be you, even against a ST 11 spear that will do *average* total damage of 11 hits, and max damage of 16! That's assuming 1+2 damage, which I think was two-handed, wasn't it? If not, then 1+1 doubled, then, almost as big, and even against a beginning character with DX 13 becoming 15, he is probably going to hit you, possibly knock you down, and maybe kill you outright. I like adding the ability to go according to DX if you decide to attack the point of the weapon to pass it. All of my martial training had me working to pass the point, to get inside his range. No damage to its owner, and a small chance of damaging the spear, but allowing someone to possible close with the spearman without getting hit, assuming he has a higher DX, which often is still not true. We usually play, for the PCs primarily, though if it was warranted for special NPCs, that if at 0 ST or below, one can make a Mortality saving roll of 3 d6 vs. basic ST + current strength. So for example, ST 10 character falls down a ladder and takes 12 hits, leaving him at -2 ST. His mates rush down to see how he fared, he makes a 3 d6 roll vs. 8. If he fails, he is dead, dead, dead beyond recovery. If not, with proper care, he can possibly eventually heal over time. You can see that more than 4 or 5 negative points becomes most probably dead, most of the time, but does reward a stalwart individual a better chance of surviving mortal type wounds. If in the ladder example, it may be that the party is now faced with a difficult choice, getting their friend back to civilization to hopefully survive and abandoning their mission , or leaving him to bleed out and die anyway. Last edited by Kirk; 05-13-2018 at 12:31 AM. Reason: clarification |
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