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Categories Discussion Main - Rune Quest

RE: Combat Rules


Author:

Bjorn Are Stolen

Time:

24.01.2003 11:14

Text:

AHHH! -I love to have someone to share my thoughts on RQ with! Thanks for beeing here discussing with me!


> In terms of speed and momentum, a slash is much faster.
> That's because a thrust can only move as fast as the hand
> holding the weapon, whereas the tip of a slashing sword is
> moving in an arc around your wrist. How far can you throw > a ball if you push it directly away from your chest? Now how
> far can you throw it if you windmill your arm? Then try it
> with a sling, or a trebuchet, even.
> True, you can put your weight behind a thrust more, but you
> simply cannot move the tip of your spear NEARLY as fast as
> the tip of your broadsword, unless you swing it like a
> sword.

We don't seem to agree on this one, hope you get somthing out of this: I've been training with longsword for one and a half year, and that is what I base my arguments on. I could still be wrong, though (i usually am). One and a half year is not much, our traning is based on mostly only one medieval master, and we discover new things every week, as we have to try and translate the manual from old Italian to english as we go... You're allso right in your physics arguments above as far as I can see. The bladetips of propeller aircraft actually breaks the soundbarrier; that's why they make so loud noise!

I still think you're wrong! Fiore (the italian dude) states that there are three speeds in a fight. The fastest is arm movement, the second fastest is the leg and the third fastest is the whole body. Parries are usually arm movements performed from a stance (guard). when the parry is made, you realign the body so that you are in a new guard. The body and legs are slower, so they come after. By the way; he allso states that "The arm is quicker than the eye". I think he means reactiontime (the reason for keeping distance to cars in traffic, etc.) which leads us to timing and distance. (Distance is everything!)

If you can stand in front of me and slap me with the blade before I get time to react, I'm stupid. Therefore I step back so far that I get time to react, and you have to come with leg or entire body to reach me. Then I stand a god chanse to get my arms up to a parry (speed of the hands) before you reach me. So distanse means two things; the actual distance between two opponents, and the distance the weapon and arms must travel. A thrust from "braveguard" (holding the sword in front of your dick with the blade pointing towards the opponent's throat) to a thrust is a substantially shorter way to move the blade than a full sweep from either side. Small snits and cuts are allmost as fast as thrusts, but to be able to do damage that counts for somthing, you have to bring the blade back to get velocity and force. That's why fighting between acters in movies allomst excluively consists of sweeps; because they're easier to see and parry (an easier job for the coreographer and sword instructor).

The sweeps are really powerful and harmful, though; they can easily power through several blocks (-deflections actually have better chanses of shielding you from injury than many blocs, as the powerful blow really can be a very powerful blow (though slow acording to my experience) -So one tries to get them to use eventhough they're relatively slow. To make them hit home, you either have to be substantially quicker than the opponent, and\or trick\wait for the opponent to open up so you get an opening to power through.

> There are, of course, all sorts of interpretations that can
> be applied. I just think that the dodge/parry house rule
> for shifting success levels, at least against thrusts, is
> an elegant solution.

-You had allmost convinced me when I stumbeled across a section in rhe rules that I think cover aspcts you now cover.

> I did think it was a glitch, mostly as a result of two
> things I noticed. First, I had a character take an impale
> to the head, which he managed to parry for 10 hp and then
> his helmet stopped another 4, leaving him still conscious
> but with a spear sticking through the side of his helmet.

Yes, that sounds abit daft. I'm considering to dispose of the impalingrules all toghether; that would be the simplest. -instead of trying to compensate for the -possibly-too-lethal-impalingrules, just dispose of the impalingrules all together! (Retainig doubble damage for special, but dropping the extra damage for pulling out again.)

To make it a point to still differentiate between sweeps and thrusts, one could say that a thrusting statement means that you get -1 weapon sr, but subracts 1 from the damage done.

> It just didn't seem very smooth to say the sword BLOCKED > 10 points of damage (and lost one AP in the process).

The next logical step is to introduse a new housrule stating that a weapon don't loose AP's when thrusted. Mabye not even shields or armor! Shields could splinter, but I have some notions on shieldparries in real life as well that I'll get back to later. And armor wil probably just get a little puncture from a thrust, and hitting there again is very small, small enough that special\critical rules covers that aspect.


> Second, I noticed that one particular player in my game
> ALWAYS thrusted with his broadsword, and I got to thinking
> that there had to be some reason why swords would be given
> a sharp edge if the thrust were really that superior.

See above : )

> One of the things I love about RQ is that combat is ALWAYS
> dangerous; the peasant can critical, and the master can
> fumble. There is ALWAYS a risk anytime someone uses lethal
> force, and I hate systems which make it too easy to ignore
> the risks.

I think you makes it harder for your peassant with your rules. Say he's got 40% in Schyte, that means that he's got 2% chanse for a critical, and 8% chanse for special. If your character have 100% in sword parry, you have 1% chanse for a failure, 20% chanse for a special and 5% chanse for a critical; you'd have to roll "99" the same time as the peassant rolls "02". That makes it much safer to go peasanthunting in your game than in than dragonmovie with Sean Connery...

> Actually, I have special slash rules which I will post here
> when I get a chance...

I hope you considder my arguments, but I'm very interested to see them; our little debate have improved my awareness on the rules which is useful, as I'm about to launch a campagin in 2 weeks.

> by the way; use
> the sword to PARRY, because if they miss their attack and
> you make your parry, you can do damage to the attacking
> weapon. If that happens to be a fist, claw or bite, so much
> the better!)

(I liked that, that's why it's so fun to do longswordfighting; the parry is usually allso the sweep attack; "two in one"!)




Message threads

Topic: Author:
Time:
Message  Combat Rules
Tom Cantine 09.01.2003 08:31  
Message    RE: Combat Rules
Bjorn Are Stolen 20.01.2003 15:55  
Message      RE: Combat Rules
Tom Cantine 23.01.2003 09:08  
Message        RE: Combat Rules
Bjorn Are Stolen 23.01.2003 13:43  
Message          RE: Combat Rules
Tom Cantine 24.01.2003 09:51  
Message            RE: Combat Rules
Bjorn Are Stolen 24.01.2003 11:14  
Message              RE: Combat Rules
Tom Cantine 25.01.2003 07:04  
Message                RE:Combat Rules(can't let go)
Bjorn Are Stolen 25.01.2003 13:58  
Message                  RE: RE:Combat Rules(can't let go)
Tom Cantine 26.01.2003 01:18  
Message                    RE: RE:Combat Rules(can't let go)
Tom Cantine 28.01.2003 06:24  
Message                      RE:CombatRules+shieldrule
Bjorn Are Stolen 28.01.2003 15:37  
Message                        RE: RE:CombatRules+shieldrule
Tom Cantine 29.01.2003 06:07  
Message                          RE: RE:CombatRules+shieldrule
Bjorn Are Stolen 30.01.2003 13:09  
Message                            RE: RE:CombatRules+shieldrule
Tom Cantine 01.02.2003 04:50  




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