Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site aecom.UUCP Path: utzoo!linus!philabs!aecom!eliovson From: eliovson@aecom.UUCP (Moshe Eliovson) Newsgroups: net.games.frp Subject: RE:critical hits & RE:axe vs. blunt Message-ID: <1638@aecom.UUCP> Date: Tue, 21-May-85 00:24:53 EDT Article-I.D.: aecom.1638 Posted: Tue May 21 00:24:53 1985 Date-Received: Tue, 21-May-85 05:18:19 EDT Distribution: net Organization: Albert Einstein Coll. of Med., NY Lines: 39 *** ohratUClsah (UltraChaos) *** I personally prefer something a little more realistic than hitting myself on a flub! I might suggest: a) plain "swish" b) swish, but momentum carries you opening you to an attack at +2 c) weapon breaks d) weapon imbedded in something, attack at -2 offset e) weapon parried, attacker gets extra attack f) hit another target (random determination but not self) g) lose grip on weapon h) etc... For critical hits, Middle Earth has a neat table. Unfortunately, in my first melee my best fighter lost his arm! (and first level characters have trouble getting 7th level regenerate spells!) So, I have nothing to add at the moment. (Hurray!) ------------------ Regarding blunt weapons- I would say that a stick, lead pipe or other regular club would require no proficency. Anybody can use an axe, club etc. at let's say -2 vs. the character that takes the proficency and practices with the weapon can use it without a disadvantage. Hey- this is the current system. Well, I like it (go to, you Anti-ADDins). Moshe Eliovson philabs!aecom!eliovson