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The Riddle of Steel
extra blood loss...?
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Topic: extra blood loss...? (Read 1036 times)
Kcasar
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Posts: 10
extra blood loss...?
«
on:
April 19, 2004, 02:01:31 AM »
okay second silly question for the night:
the extra blood loss granted from weapons like the morningstar... does that require the wound to have blood loss?
like level 1 wounds that have no blood loss normally, do they get to have blood loss added to them? and what about "level 0" wounds that don't get through toughness/armor? in the combat simulator they seem to get the blood loss, but that struk me as a little bit odd...
any thoughts?
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rule for life: If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. -Specialist Schwarz "Skippy"
Jake Norwood
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Posts: 2261
extra blood loss...?
«
Reply #1 on:
April 19, 2004, 01:20:38 PM »
Good question. How nasty do you want to be with it?
I'd say "sure." Just remember that unless it's compounding on another wound, a BL of 1 is the same as 0.
Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard
The Tower of the Elephant
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Kcasar
Member
Posts: 10
extra blood loss...?
«
Reply #2 on:
April 19, 2004, 05:52:31 PM »
its a four point blood loss difference, but i see your point. okay cool thanx for the advice
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rule for life: If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. -Specialist Schwarz "Skippy"
bottleneck
Member
Posts: 41
extra blood loss...?
«
Reply #3 on:
April 21, 2004, 06:25:41 AM »
Quote from: Jake Norwood
Good question. How nasty do you want to be with it?
taking the point to the extreme: my str.4 character is fighting a toughness 6 badass knight in full plate. I make a puny (4 dice) swing to the chest; since he know I cannot hurt him, he doesn't even bother to defend. I hit with one sucess, for a total damage of 6 (?) vs his 12. clang.
But since I was using a morning star, he gets a blood loss of 4 ?!
So after three level 0 (or even -6) wounds to different locations, he has BL.12 and is going to die shortly?!
I think not!
Adding +4 BL to level 1 wounds that have no 'base' blood loss is fine (that's what the spikes are for). Even adding +4 BL to "negative level" wounds on unarmored locations is ok (naked dwarves bleed too). But auto-magically penetrating armor is _not_ ok.
[Question is, then: when does 'armor end and toughness begin' ? Will my str.4 + one sucess penetrate leather (for a "bleeding level 0 wound"); will it penetrate chain?]
My house rule would be to apply extra blood loss:
*IF the net damage is zero or more (i.e. non-negative)
*OR the target is unarmored. (many monsters, giants etc. in fantasy campaigns should be considered armored for this purpose).
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...just another opinion...
Jake Norwood
Member
Posts: 2261
extra blood loss...?
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Reply #4 on:
April 21, 2004, 01:48:43 PM »
Bottleneck et al-
The problem here is really a granular issue. If you apply the extra bloodloss at full force (as your above example), that makes three hits really awful...but then again, I'm pretty sure *I* don't want to get hit three times with a spiked mace no matter what I'm wearing.
I suggest dropping the extra BL to 1 when lvl-0 wounds are accomplished, so that it could pose a threat eventually, but not immediately.
Bottle's proposition also sounds functional.
Jake
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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -R.E. Howard
The Tower of the Elephant
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toli
Member
Posts: 313
extra blood loss...?
«
Reply #5 on:
April 21, 2004, 02:08:18 PM »
Applying the added blood loss to a would that otherwise does no damage seems odd to me. I would only apply the added bloodloss to a level one or higher wound...NT
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NT
Kcasar
Member
Posts: 10
extra blood loss...?
«
Reply #6 on:
April 21, 2004, 09:37:45 PM »
hmm more good thoughts.
heres an idea/interpretation:
Assume armor happens before toughness. also assume that not wearing armor would have an Armor Rating of 0 (not just having no armor rating)
A)if damage (BASE damage rating, not counting extra successes, just STR+Weapon) doesn't get through the armor, then no blood loss.
B)If the Extra successes allow the damage to get past armor, but doesn't penetrate toughness then you'd get (half?) the bloodloss (this would simulate a high skill allowing you to find a kink in the armor)
C)If the BASE damage gets through the armor, but doesn't have enough left to penetrate personal toughness, then it could do (all?) of its extra bloodloss.
D) Damage (base or total) gets through armor and toughness, treat normally.
this might make things too complicated, so you might only want to use it on high-end armors (like plate) but it seems pretty fitting with the rest of the mechanic system. This also allows for heavily armored foes to be "nibbled to death by ducks" as we call it around here.
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rule for life: If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. -Specialist Schwarz "Skippy"
nsruf
Member
Posts: 139
extra blood loss...?
«
Reply #7 on:
April 22, 2004, 12:26:27 AM »
How about adding the wound level to BL instead of a fixed number, as with the Shock bonus from mass weapons?
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Niko Ruf
Kcasar
Member
Posts: 10
extra blood loss...?
«
Reply #8 on:
April 22, 2004, 07:48:01 PM »
nah, that would get too complicated ;P j/k sounds like a much simpler idea... but it doesn't take into account macing a naked dwarf...
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rule for life: If the thought of something makes me giggle for longer than 15 seconds, I am to assume that I am not allowed to do it. -Specialist Schwarz "Skippy"
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