[net.games.frp] Answers to ?'s on PAiF

bormanp@stolaf.UUCP (07/30/83)

This is in reponse to Mike Capron's comments and questions on PAiF.
I hope to get more modules out (the character module next) soon, but
it all depends on how life goes and what time I have free for it.
When I get the whole thing pretty much done, and have fixed up things
like the stuff Mike mentioned, I hope to release the entire thing.
I am more than happy to field questions you have as they may show me
places I have messed up.  

Also, I really messed up on the Pummel Attack Factor.  It should be

PAF = 75 - agility - strength - 4% / combat level

as oppose to

PAF = 100 - agility - strength - 4% / combat level


1. What is mechanical ability used for?

	Mechanical ability is mostly needed by thieves (picking
	locks).  It is a measure of how well you understand
	mechanical things. 


2. You state: "A side note about missiles, the Strength Bonus only 
		applies if the weapon was made for that strength."

This makes sense in the case of bows, but not in the case of hurled missiles.
A normal spear, throwing axe, dagger, etc. thrown by a very strong person 
should strike with more force than one thrown by a weaker person, hence 
doing more damage.  This is not so in the case of a normal bow because it 
is the bow which is launching, not the wielder.  I don't know if a cross-
bow could be made which could give strength bonus.  I'll let someone
else figure that one out.

	Very good point.  I could defend my self by saying a spear might
	break under the thrust, but that would be Gygax like, defend, dont
	fix!  

	I would say small CX bows could be made for stronger types as you
	still must draw it.  Large CX bows on the other hand crank so I
	think a stronger man would not have much of an advantage.  Any
	one disagree.


3.	I agree with you on this.  I will have to look into adding these
	ideas to my system.

4. Why are there 'strike again' clauses on your pummeling damage table?
This would seem to imply that it is better to fight a human-type with
your fist instead of sword, because damage is pretty good and the chance
for multiple attacks is fairly high.  
Especially why: "01-20   Ineffective, Strike Again"?

	First, I must admit that I used much of the AD&D ideas for
	my non-lethal combat charts.  Mainly what I wanted to do was
	to make them easier to use.

	The 'strike again' clause basically means that the attacker may
	choose to attack again, without the defender having a chance
	to attack back.  The ineffective entry is there for those times
	you dont get quite a good enough punch to hurt him, but you are
	in a possition to hit him again.

	As for why not pummel as opposed to a sword?  If you want to kill
	him, use a sword, it is easier.  Also, if the other guy is swinging
	a sword, how will you get close enought to attack?

5. Why do magical armor bonus not apply to grappling/overbear adjustments?

	The armour adjustment is there for bulk.  Magic does not help or
	hinder you when attacking the guy.  Also, magic armour will not
	help you if you are falling.

6. How do the following tables work?  Could you give some examples?
            ______________________________     ______________________________
            |  Normal          Critical  |     |  Normal           Fumble   |
	    |----------------------------|     |----------------------------|
            |   0-10%               91%  |     |   0-05%              ---   |
            |  11-20%               92%  |     |  06-10%               1%   |
            |  21-30%               93%  |     |  11-15%               2%   |
            |  31-40%               94%  |     |  16-17%               3%   |
            |  41-50%               95%  |     |  18-19%               4%   |
            |  51-60%               96%  |     |  20-24%               5%   |
            |  61-70%               97%  |     |  25-34%               6%   |
            |  71-80%               98%  |     |  35-40%               7%   |
            |  81-90%               99%  |     |  41-70%               8%   |
            |  91-99%              100%  |     |  71-100%              9%   |
	    |    100%               ---  |     |____________________________|
	    |____________________________|


	Say I need a 43% to hit Joe.  If I roll 95 or above, I have a critical
	hit, if I roll 8 or below, I have fumble.

7. On your critical hit tables you give a break to those wearing helmets
but mention nothing about armor.  Why should a head injury be negated by a
helm and a chest injury not lessened by plate armor?  Also I would like
to see some provision for cloven helmets and damaged armor, in addition
to broken shield possibilities.

	All good points, though I think that body armour should not
	negate the affect.  If you have gotten as far as this table
	you have hurt the guy.  You must have penatrated his armour.

	As helmets are never considered during combat, they are considered
	here.  Possiblyh it should re-read as "1/2 damage if helmed."  Also,
	on all the entries except for the double and triple damage, the
	opponent should still loose how many ever hit points he would have
	if it were not a critical hit.



				Paul R Borman
				St. Olaf College
				ihnp4!stolaf!bormanp
				ihnp4!stolaf!agnes!paul