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Re: Blocking Weapons and Assorted Combat Discussion My informed guess.
Weapons have a stat for weapon quality, when a block happens the weapon with the lower stat checks for breakage. If it passes the higher level one tests.
Any given type of weapon has a weapon quality range and default. A normal Broad sword might be weapon quality 12 and a normal club weapon quality 8.
Weapons that are enchanted might be un-breakable to normal weapons.

Shields have a high inherent weapon quality and relatively low cost and a high defensive bonus, so good for blocking.

October 10, 2017, 10:16:52 PM
Re: What stat determines... a 50% or 9 endurance is terrible.
Pretty easy to fail a shock check when you only have to beat a 9 on 3 die 6 and you are adding physical penalty of wounds and load to it.
Play with a 50% dexterity and you will be dropping your weapons on most hits to an arm. Or a 9 agility and be falling with most hits to your legs.
Play with a character with 15+ endurance and you will have some sustainability

January 22, 2018, 11:03:18 PM
Re: Base for Rules System Yes the core of the rules is Harn, I still play it every week(tonight is Harn night!). It is funny though, to keep selling books CG  have gone through generations of Harn adding stuff etc. i think the company split a decade ago into two companies that both keep selling. But the fundamentals are identical and I think still the best.  I spotted some changes Sami made to automate it and I remember liking some of them, do not recall which they were.
Yes the silly tables in Role
But Harn itself is not so complex, just the issue of defense not being passive and being based on skills which are based on attributes training and development(like all skills). And armour is in layers. Given those design concepts, Harn is about as simple as it can be.
I have turned some of my Harn buddies onto URW over the years, they find it to complex, lol.

January 02, 2019, 07:42:19 PM