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 Post subject: Removing Hit Locations
PostPosted: Wed May 14, 2008 11:31 am 
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Joined: Thu Apr 10, 2008 3:07 pm
Posts: 25
Location: Sheffield
I'll start off my saying that most of the "no hit location" rules for Reign that I've seen change the mechanics a little too much for my taste.

So here's mine.

(1) Everyone has 10+Body wound boxes.

(2) Attacks do damage to these generic wound boxes; the amount of damage is unchanged. A set with height 10 does double damage.

(3) There are just three types of armour: Light (AR1), Medium (AR2), and Heavy (AR3).

(4) Shields mean that an attack must have a minimum height to hit (depending on the locations protected); a bit like the mook rules.

And that's it! I doubt I've been startlingly original here, and doubt I've read all of the variants, but I thought I'd post anyway.

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 Post subject: Re: Removing Hit Locations
PostPosted: Fri May 30, 2008 5:06 pm 
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Joined: Wed Aug 30, 2006 5:52 pm
Posts: 59
Location: Sweden
Any negative modifiers when you have lost a certain amount of HP?

Assume an attacker wielding a sword(width+1 killing) with a pool of 4d (coord 2d and sword 2d).

Assuming the attacker only get pairs and the chance to get a pair with 4d is 50%(dmg done each hit is 3 killing).
It takes on average 7-8 rounds to take someone down, who has 10 HP. This is assuming the other person isn't dodging, parrying, wearing armour and that the one being attacked isnt himself attacking(and thus ruining sets when he hits before the other person).

With a pool of 6d it will take on average 4-5 rounds to take someone down, who has 10 HP.

8d takes 4 rounds, probably quicker because chances are that you will get sets wider than 2.

I didn't factor in sets of height 10 doing double damage.


Looking at the hitlocation dude in the rulebook we see that in total he has a whooping 34 HP, but taking out 2 of the nonvital limbs effectively means you've won the fight. 2 limbs amount to 10 HP which is the amount you were going for. 10 HP is also what the chest contains.

I think your model simulates combat from the Reign rulesbook well enough and with the 10 height sets being double damage you effectively simulate hitting the fragile head in the original rules as well.

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Last edited by Hermes on Wed Jun 04, 2008 10:56 pm, edited 1 time in total.

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 Post subject: Re: Removing Hit Locations
PostPosted: Mon Jun 02, 2008 11:20 am 
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Joined: Thu Apr 10, 2008 3:07 pm
Posts: 25
Location: Sheffield
Thanks for the feedback. I tried to calculate the number so that the average number of hits to bring someone down was the same as in Reign. It seems to work quite well when I've sat down and played with dice rolls, although I've yet to use the rule in an actual game.

The only modifier I'm using at the moment is a -1d penalty to everything when all locations are filled with shock damage. Penalties after a certain HP loss makes sense ( maybe -1d when half of all wound boxes are filled with killing damage as well as the above), but I want everything exceptionally simple.

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 Post subject: Re: Removing Hit Locations
PostPosted: Wed Jun 04, 2008 11:02 pm 
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Joined: Wed Aug 30, 2006 5:52 pm
Posts: 59
Location: Sweden
1d penalty to everything when your 10 hp slots are filled with shock seems reasonable.

Since you want it simple i wouldnt add another negative modifier(for lethal dmg that is) that doesnt exist in the original rules but it wouldnt be completely off as any limb filled up with lethal in he original rules is useless and even though it doesnt infer a penalty, it rules out the use of that limb ie. right arm filled with lethal = forget swinging that sword around.
So either way it wont be wrong IMO.

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