From: | "Ojaste,James [NCR]" <James.Ojaste@**.GC.CA> |
---|---|
Subject: | Re: Critical Hit revisited |
Date: | Wed, 6 May 1998 11:30:27 -0400 |
>A couple of weeks ago we were talking about bleeding, and critical
>hits. I got to working on this, and tossed around several things.
>Most of the ideas I played with complicated things, and increased
>greatly the number of dice and bookkeeping. I think I have finally
>come up with a system that has a good balance of realism, and
>playability, and would love to hear your feedback on it.
On table 2, why did you alternate between minor and major like that?
If you roll a 3 with a light wound you will be louder than if you
had a medium? The odds might work out, but it seems counter-intuitive.
I like the spin. :-)
You could end up with some really cool PhysAd fights, but what about
basing it on something like (Power - Body)*45 instead? That way,
it still accounts for mass (sorta), but you can have people spin
around even if they don't take any serious damage... I guess it's
up to the style of game you run.
Overall, cool.
>You can find it at,
>http://www.geocities.com/TimeSquare/Alley/6690/newrules.html .
>
>Thanks, and I look forward to your comments.
Well, I'd suggest not making two non-obvious errors in the URL... ;-)
First, it should be Time*s*Square, and the Second is that it should
be 6*9*90. So the correct URL is:
http://www.geocities.com/TimesSquare/Alley/6990/newrules.html
(isn't cut & paste fun? :-)
James Ojaste