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Re: [dq-rules] Considering some rule addtions
Here's an easy way to do a called shot. Attacker must declare the exact
grievous injury he is attempting. If successful, he will get the full
benefit of the grievous and directly affecting endurance damage. The
grievous injury must be compatible with the weapon being used, within the
discretion of the GM. For example, the attacker claims that he is going to
fire his arrow, attempting the aorta - "you are quite dead" injury (11 on
the grievous table). If the attacker scores a successful hit, of any sort,
he then rolls percintile dice, and if he rolls the required 11, he has
succeeded. If he does not roll the 11, then he has simply scored a normal
blow. Even if he rolls a 01 on his initial strike chance, the attacker has
given up opportunity for any other directly affecting endurance or grievous
injury.
Additional ruling should be applied, that the chance of the grievous injury
cannot be greater than the attackers chance to cause damage directly
affecting endurance. Example, Jogo the dwarf wants to slash his opponents
primary arm with his axe (53-60), this attack has a 8% chance of success.
His modified strike chance is only 47%, meaning his chance to directly
affect endurance is only 7%. I suggest that the GM diminish the chance of
the called strikes success to the same percentile, or less than his chance
to directly affect endurance. In this case, he would need to roll between
53-59 for an effective called strike.
Optional rule: Increasing called strikes for the skilled.
After determining modified strike chance, get the grievous chance off chart
18.2 and add that % - 1 to the characters grievous/called shot roll. Using
the aorta example from above, if the attacker had a 78% modified strike
chance, he would normally score a grievous injury on a roll from 01-04.
That's a 4% chance. Subtract 1%, leaving 3% and add that 3% to the grievous
injury, in the case the 11 for the aorta. Now he must roll between an 11-14
for a successful called strike. GM should modify this as they like, by
dividing by 2 or 3 the additional modifier as he sees fit.
----- Original Message -----
From: "jcorey30" <jcorey30@yahoo.com>
To: <dq-rules@yahoogroups.com>
Sent: Saturday, January 05, 2002 3:57 PM
Subject: [dq-rules] Considering some rule addtions
> And I am looking for input on how best to do these things in the
> context of DragonQuest.
> 1) Aimed shots. This is something I always wanted to add, but
> struggled with because DQ is so "realistic". There are several
> issues. First off, how do you handle a grevious with an amied shot?
> If the guy shoots for the head, and rolls a 01, then a grevious that
> is a slasher on the primary arm does not make a whole lot of sense.
> Also, what would be the cost of doing that? In game terms? Takes
> twice as long to strike?
>
> 2) "Fate" points. Some games have this. In the old StormBringer
> RPGm they were called elan points. The conept is basically you are
> given points you can cash in when you are desperate, to save your
> back side. I wonder if this would work at all in DQ. Your thoughts?
>
> Thanks
>
>
>
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