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Critical hit system....

Started by bergh, March 20, 2004, 12:29:22 PM

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bergh

HI

I my gaming group including myself i think, we like that most idea that you can make a critical hit, ignoring armour or making maximum damage, becouse you by luck have hit a joint in the armour or hit him right in the heart.

Generaly you can say that if you got 10 dices and got around 10 success, you have got a critical hit on him. this is fine, but i see it more like you got the skill / experince to go after  weak spots
but it would better have a system a weak fighter på pure hellish-luck could ignore armour, ex. the arrow hit in the eye lit of a full helmet, og the joint under the arm in a full plate.

Do you play with such rules, and how do you handle it?
problem i can't think of anything good to use as this "critical, ignoring armour or something" system.

My problem with TRoS is the armour rules, when you combine them with the Location rules (which are great), then its all very "lets see what fits, and sounds right". BUT again there are no rules for by luck hitting a person in the arm pit or eye. And im growing damn tired og full plate, full helmet characters with protection 6 all around.

2nd question:

Maximillian armour or Plate armour. what is the profile in the book for?
and do someone got decent pictures so a stupid person like me can see the person?
Kind regards....

-Brian Bergh
brianbbj@hotmail.com
TRoS .pdf files: http://fflr.dk/tabletop/TROS/

Salamander

Quote from: berghHI

I my gaming group including myself i think, we like that most idea that you can make a critical hit, ignoring armour or making maximum damage, becouse you by luck have hit a joint in the armour or hit him right in the heart.

Generaly you can say that if you got 10 dices and got around 10 success, you have got a critical hit on him. this is fine, but i see it more like you got the skill / experince to go after  weak spots
but it would better have a system a weak fighter på pure hellish-luck could ignore armour, ex. the arrow hit in the eye lit of a full helmet, og the joint under the arm in a full plate.

Do you play with such rules, and how do you handle it?
problem i can't think of anything good to use as this "critical, ignoring armour or something" system.

My problem with TRoS is the armour rules, when you combine them with the Location rules (which are great), then its all very "lets see what fits, and sounds right". BUT again there are no rules for by luck hitting a person in the arm pit or eye. And im growing damn tired og full plate, full helmet characters with protection 6 all around.

Well, as far as a critical hit, I don't see the need for it. If you wanted to find the chinks in a person's armour you tend to use halfswording to provide the precision you require to get into the chinks (that translates into the +3). On a target that is moving and weaving and ducking and hitting you back it is easier said then done. So that is how I describe it. Critical hits? Nah, every hit is critical in TRoS!

Quote
2nd question:

Maximillian armour or Plate armour. what is the profile in the book for?
and do someone got decent pictures so a stupid person like me can see the person?

Go back and check out this place again...

http://www.myarmoury.com/feature_gothic_armour.html

http://www.myarmoury.com/feature_16c_armour.html

http://www.myarmoury.com/feature_arm_paffenhauser.html

http://www.myarmoury.com/feature_schmidt_comp.html

http://www.myarmoury.com/albums/thumbnails.php?album=12

And so on. Google it and you'll find even more examples of harness.
"Don't fight your opponent's sword, fight your opponent. For as you fight my sword, I shall fight you. My sword shall be nicked, your body shall be peirced through and I shall have a new sword".

Tash

Quote from: SalamanderCritical hits? Nah, every hit is critical in TRoS!

Exactly.  Critical hits are really only necessary in games where one hit has no real chance of being a killing blow.  However if you want to use criticals just because it gives players a fun rush when they roll a 10 try this rule:  if a dice rols a natural 10 on an attack, reroll it, if it beats the TN on the second roll count it as two successes for damage purposes.  Remeber that you WILL get more crits this way than in some other games by simple virtue of the "magic number" having a higher probability of coming up on any given roll.

EDIT: made the quote thingy work.
"And even triumph is bitter, when only the battle is counted..."  - Samael "Rebellion"