eruditus
06-29-2004, 05:15 PM
Even though armor does a great job taking the bite off of otherwise day-wrecking blows, it always bothered me that most systems do not incorporate the effects of getting hit and knocked around in armor. Even if the witchking's great morning star bounces off the white metal encasing your chest the strength of the blow and the force created by the fulcrum of the weapon's path is sure to knock you on yer behind. Yeah, your plated leather stopped that superb sword thrust but there had to be some force behind a solid blow like that.
PLEASE: I do appreciate input but would FAR prefer if comments can be kept to actual play reports. Thanks.
I figure that there are three ways to emulate this in BW:
1) To limit slowing down things with more rolls these rules only effect: Superb hits, or mark hits by attackers with power 6 or greater, and by unweildy weapons. If the target is Jogging or Sprinting he makes a Speed test. Otherwise he may chose between Power or Speed. The base obstacle is 2. Before the armor roll is made the attacker may allocate two successes to bump the obstacle up to 3 (signifying that the attacker is attempting to power through his opponent).
Modifiers to the obstacle
Target significantly larger -1 ob
Target significantly smaller +1 ob
Power of 8 +1 ob
Gray Power +2 ob
Target wearing plate Armor -1 ob
Target hit with a bludgeoning weapon +1 ob
Effects of the test
If the target beats the obstacle by 2 there is no effect.
If the target meets the obstacle the opponent is staggered
If the target fails the obstacle the target is knocked down
If the target fails by more than 2 under the obstacle the target is pushed back 2 paces
OR
2) This second option negates the need for an additional roll at all. An appropriate successful strike (as above) is a base of 1 die. The above modifiers affect the total number of dice (note these are NOT dice you roll but virtual dice). The root of the appropriate stat (as above) is subtracted from the total. A total of zero has no effect. 1 die staggers the target. 3 dice knocks him down. 5 dice knocks him down and pushes him back 2 paces.
OR
3) Create another manuever - Pushing Strike. Split your dice between a Push and an attack (with the above modifiers affecting the nunber of dice you roll for the push). A successful strike rolls against armor (of course) and a Natural Defenses roll against the Push is made.
PLEASE: I do appreciate input but would FAR prefer if comments can be kept to actual play reports. Thanks.
I figure that there are three ways to emulate this in BW:
1) To limit slowing down things with more rolls these rules only effect: Superb hits, or mark hits by attackers with power 6 or greater, and by unweildy weapons. If the target is Jogging or Sprinting he makes a Speed test. Otherwise he may chose between Power or Speed. The base obstacle is 2. Before the armor roll is made the attacker may allocate two successes to bump the obstacle up to 3 (signifying that the attacker is attempting to power through his opponent).
Modifiers to the obstacle
Target significantly larger -1 ob
Target significantly smaller +1 ob
Power of 8 +1 ob
Gray Power +2 ob
Target wearing plate Armor -1 ob
Target hit with a bludgeoning weapon +1 ob
Effects of the test
If the target beats the obstacle by 2 there is no effect.
If the target meets the obstacle the opponent is staggered
If the target fails the obstacle the target is knocked down
If the target fails by more than 2 under the obstacle the target is pushed back 2 paces
OR
2) This second option negates the need for an additional roll at all. An appropriate successful strike (as above) is a base of 1 die. The above modifiers affect the total number of dice (note these are NOT dice you roll but virtual dice). The root of the appropriate stat (as above) is subtracted from the total. A total of zero has no effect. 1 die staggers the target. 3 dice knocks him down. 5 dice knocks him down and pushes him back 2 paces.
OR
3) Create another manuever - Pushing Strike. Split your dice between a Push and an attack (with the above modifiers affecting the nunber of dice you roll for the push). A successful strike rolls against armor (of course) and a Natural Defenses roll against the Push is made.