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#1
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Knives get used from time to time. Quick kill rules give some chance of a knife fight turning deadly.
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#2
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We use the quick kill rules v 2.0 - a knife has a 10 % chance of inflicting a critical hit - target goes to zero p and then you roll dmg.
Just as with bullets , melle attacks may only graze the target and give superficial damage. For deliberate /backstab type attacks gm may increase risk of crit hit or double dmg or some such to increase lethality. Bear in mind many knife fights end up with a lot of cuts and stabs to the victims before they expire/ are defeated. Bigger blades - up the dmg and allow for strength bonus as with axe. We use 1D12 btw to make the game mechanics more lethal.. On our page there are a lt of different melee weapons. Feel free to use in your own game and tweak /alter as you please www.thebigbookofwar.50megs.com |
#3
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For 2.2 (and maybe 2.0 with GM screen) from memory we have quick kill on head or chest, so 20%. Also, outstanding success doubles damage, so if someone has skill+attribute > 10 then we can start to get some serious damage on a hit which could also trigger knockdown. Ramp it up a bit like this and a knife hit could be devastating.
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#4
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On this topic - has anyone ever experimented with an outstanding success range of below half the target number instead of 10 or more below the target number? It might be interesting.
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#5
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To quote Spock, "I would accept this as an axiom."
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
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