[Runequest] Armour weight/enc
Andrew Larsen
aelarsen at mac.com
Tue Nov 3 00:08:47 UTC 2009
All rules systems have that tension between accurate simulation and
ease of play. What I've always loved about RQ is that it strikes such
a good balance between those pressures. The Fatigue rules always
struck me as a needless movement toward simulation. They added a
little realism without really solving any problem in the system, which
to my mind isn't a great deal.
Andrew E. Larsen
On Nov 2, 2009, at 4:34 PM, Lev Lafayette <lev at rpgreview.net> wrote:
> On Sun, 2009-11-01 at 15:38 -0800, Steve Perrin wrote:
>> Which is why I went to the CON roll rules I use in SPQR. Nothing
>> wrong
>> with the RQ3 fatigue rules per se, but as one more chunk of
>> bookkeeping, they were a real problem.
>>
>
> Personally I've never found the RQ3 Fatigue rules that difficult. The
> base level is calculated before the start of an adventure (Base -
> ENC).
> If the PCs pick anything up, Fatigue is reduced by the weight of the
> item. If you're in combat lose 2 points per round. If you're in
> negatives -1 per point up to negative base.
>
> The only real problem is actually derived from RQ3s ENC rules; they
> are
> a little crunchy, working on the half-kilo, but they're not
> particularly
> difficult.
>
>
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