Author Topic: Reconsidering attack tables  (Read 775 times)

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Offline alloowishus

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Reconsidering attack tables
« on: April 01, 2021, 11:53:15 AM »
The attack tables are what RM is known for, however, I wonder if there is a more realistic way to arrange damage? For instance, would it make more sense to first assign the area being hit (with roughly humanoid, quadroped, octoped etc anatomies) then determine the damage and critical? If the assumption is that a given armor type protects better and lessens damage and criticals, yet if the critical indicates an area not covered by armor it doesn't really make sense. So for instance, the first roll would be the area hit. For humanoid, chest area would be about 40%, legs 15% each, arms 10% each (or 20% for one arm if a shield is used) and head 10%. Then you would roll the damage and critical based on the armor type, so a leg shot with breast plate would be AT 1.

You could even adjust it for more realism so that say a quadroped would not a lower chance of a head strike against a humanoid etc.

Offline jdale

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Re: Reconsidering attack tables
« Reply #1 on: April 01, 2021, 12:17:41 PM »
In RMU, if you want partial armor or called shots, you roll the critical at the same time as the attack, and it provides the hit location. Then assess the attack results based on armor at that location.

Hit locations are consistent for a given critical roll across all critical tables and severity. E.g. 100 is always head, 67-75 is always legs.
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Offline Ginger McMurray

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Re: Reconsidering attack tables
« Reply #2 on: April 01, 2021, 04:52:24 PM »
It would be more realistic. It would also be more cumbersome. Is it worth it?
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Offline Hurin

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Re: Reconsidering attack tables
« Reply #3 on: April 01, 2021, 07:48:35 PM »
The great thing is it is entirely optional, so everyone gets to play how they like.
'Last of all, Húrin stood alone. Then he cast aside his shield, and wielded an axe two-handed'. --J.R.R. Tolkien

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