06-15-2022, 10:50 AM | #1 |
Join Date: Oct 2010
Location: earth....I think.
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Everything's Conditional
I have been working on putting together my world book for one of my settings. In the process of that I am working on my house rules. What I am working on right now is the fusion of The Broken Blade (pyramid 3/87), Conditional Injury (Pyramid 3/120), and the rules for damaging armor (Low Tech companion 2).
It is a lot of work, but I like it so far. The biggest challenge is with the armor. I need to create stats for them that does not exist. HP/ST to then get converted into Robustness Threshold, HT score too. My main issue right now is WHAT happens to the armor as it gets damaged. Low-Tech has the DR cut in half if HP is less than 1/3, but with conditional injury that does not exist. What do yall think? |
06-15-2022, 11:26 AM | #2 |
Join Date: Nov 2015
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Re: Everything's Conditional
IIRC, "<1/3xHP" is Severity -1 and "0 HP or less" is Severity 0 in "Conditional Injury".
But in my experince applying CI to armor was quite useless as most armors have RT around 5 with Homogenous (or Diffuse!), and wound accumulation checks for PC and for his armor was taking for me too much time at table. I *think* tweaking and adapting "Broken Blade" for shattering armor can do that better. |
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conditional injury, the broken blade |
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