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Categories Discussion Main - Rune Quest

RE: Rune Quest combat rules


Author:

Time:

28.11.2002 17:25

Text:

Your insight with actual weapon training is interesting. I also agree that the strike ranks help with reality, a long weapon (spear) will reach someone before a short one, but I sometimes wonder if some additional optional rules about close quarters compat with long weapons could be of value. If two people are in melee, one with a long spear and the other with a gladius, the person with the spear would have the advantage at first, but once at close quarters - striking range for the gladius - the spearman would suffer. I wonder how one would simulate this. Possibly give the spearman a free strike for the first round and then a penalty to strike while at close quarters? Or maybe reverse the strike ranks while at close quarters, so that the gladius man would have the advanatage and per example, go on SR6 while the spearman hads to go on SR8?

I like your ideas on armour, they make sence. As for fatigue, I must confess we cheat a little there and tend to ignore it most times. Maybe if fatique could be kept track of in an easier manner?



Message threads

Topic: Author:
Time:
Message  Rune Quest combat rules
Bjorn Are Stolen 28.11.2002 14:04  
Message    RE: Rune Quest combat rules
28.11.2002 17:25  
Message      Strike ranks
Bjorn Are Stolen 28.11.2002 18:15  
Message        RE: Strike ranks
29.11.2002 08:02  
Message          RE: Strike ranks
Bjorn Are Stolen 29.11.2002 09:15  
Message            RE: Strike ranks
29.11.2002 14:56  
Message              RE: Strike ranks
Bjorn Are Stolen 29.11.2002 15:17  




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