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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 129119" data-attributes="member: 1495"><p>Good to have a few other Pendragon fans around--I don't often get a chance to exchange ideas with any. So, while we've got this thread going, I thought I might get your opinions on a few things--and maybe hear how you've approached things <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />...</p><p></p><p><strong>Shields:</strong></p><p></p><p>*Subtract rating from damage BEFORE figuring Knockdown--this represents the ability to partially deflect, rather than simply absorb, a blow.</p><p></p><p>*Sacrifice shield--the shield blocks twice its usual rating in damage, but is riven in the process.</p><p></p><p><strong>Weapons:</strong></p><p></p><p>*Mace(option I)--Chain Armour provides 3 or 4 fewer points of protection (-3/-4 AP). It just never made sense to me that a mace would also be more effective at <em>knocking down</em> a foe in chainmail (in addition to the increased armour penetration).</p><p></p><p>*Mace(option II)--A mace does an additional 1d6 damage for purposes of Knockdown only (this option simulates the impact/stun effect often associated with maces).</p><p></p><p>*Axes--Shields are at -3 or -4 AP. This also serves to make shield sacrifices more common versus axes.</p><p></p><p>*Flails--Combine the attributes of axes and maces, but fumble on a "1".</p><p></p><p>*Hammers/Picks--Plate Armour is at -3 or -4 AP.</p><p></p><p>*Quarterstaff--3 APs on a partial success (to represent its ability to parry; not reduced by axes), -1d6 damage.</p><p></p><p>*Daggers--I like the new rule in the Book of Knights that allows them to sometimes ignore armour.</p><p></p><p>*Greatspear--I think they mistakenly gave this a +1d6 damage in the Book of Knights.</p><p></p><p><strong>Berserk Attack vs Defense:</strong></p><p></p><p>*I ignore the rule in the latest editions that treats this as a normal resolution, and instead allow the defender an unopposed roll at +10 weapon skill (with normal damage being done only on a critical success) before the berserk strikes--if the berserker survives he then makes the standard unopposed strike at +10. Without this change a berserk attack would almost never have an effect different from a normal one, since the foe would usually simply choose to defend versus a known berserk.</p><p></p><p>That's it for now; there are a few more things, but this should get the ball rolling...</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 129119, member: 1495"] Good to have a few other Pendragon fans around--I don't often get a chance to exchange ideas with any. So, while we've got this thread going, I thought I might get your opinions on a few things--and maybe hear how you've approached things :)... [b]Shields:[/b] *Subtract rating from damage BEFORE figuring Knockdown--this represents the ability to partially deflect, rather than simply absorb, a blow. *Sacrifice shield--the shield blocks twice its usual rating in damage, but is riven in the process. [b]Weapons:[/b] *Mace(option I)--Chain Armour provides 3 or 4 fewer points of protection (-3/-4 AP). It just never made sense to me that a mace would also be more effective at [i]knocking down[/i] a foe in chainmail (in addition to the increased armour penetration). *Mace(option II)--A mace does an additional 1d6 damage for purposes of Knockdown only (this option simulates the impact/stun effect often associated with maces). *Axes--Shields are at -3 or -4 AP. This also serves to make shield sacrifices more common versus axes. *Flails--Combine the attributes of axes and maces, but fumble on a "1". *Hammers/Picks--Plate Armour is at -3 or -4 AP. *Quarterstaff--3 APs on a partial success (to represent its ability to parry; not reduced by axes), -1d6 damage. *Daggers--I like the new rule in the Book of Knights that allows them to sometimes ignore armour. *Greatspear--I think they mistakenly gave this a +1d6 damage in the Book of Knights. [b]Berserk Attack vs Defense:[/b] *I ignore the rule in the latest editions that treats this as a normal resolution, and instead allow the defender an unopposed roll at +10 weapon skill (with normal damage being done only on a critical success) before the berserk strikes--if the berserker survives he then makes the standard unopposed strike at +10. Without this change a berserk attack would almost never have an effect different from a normal one, since the foe would usually simply choose to defend versus a known berserk. That's it for now; there are a few more things, but this should get the ball rolling... [/QUOTE]
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