

At present, system design methodologies do. In general 'point' attacks do better against targets wearing furs, cloth and leather, naturally including animals, and blunt attacks do better on targets wearing metallic armour. design methodologies in different cultural settings was questioned.


Weapons can cause differing amounts of damage according to the aspect (blunt, edge etc) selected and to the target's armour. That is how you get minor puncture, serious puncture, deep puncture etc. That new number is applied to a table that includes hit location and damage type. Learning Objective: Students will understand that we need to use different strategies to solve different social, economic, environmental, and cultural problems. Protection gets subtracted from that number, and you end up with another, usually smaller number. This growing reality has created a newer type of popular culture, global culture. This is associated with frictionless movement of money, ideas, and (to a lesser extent) people. The result is the number of delivered damage. 39 4.7 GLOBAL CULTURE Globalization is the integration of the entire world into a single economic unit. When you hit with a weapon with 6 impact, you roll 6d2. When you hit with a weapon with 2 impact, you roll 2d2. Weapons have a quality modifier as follows:Ĭrude: -1 impact, -10% skill rough: -1 impact decent (no change - standard 'nonamed type') fine: +1 impact masterwork: +1 impact, +10% skill (What is impact?)= Damage value maybe?Įducated guess : Think of impact as a number of dice. Additionally, most tools double as weapons (and vice versa). In addition to using your fists and feet for defence or to kill your prey - be it man or beast - you may choose from a wide range of weapons.
