Search found 1337 matches

by Deleriad
Wed Oct 04, 2006 1:13 pm
Forum: Legend
Topic: Number of Combat Actions
Replies: 25
Views: 6338

Number of Combat Actions

As of yet I have not had a chance to play with real, live people (if anyone's in Leicester - Loughborough - Nottingham area feel free to get in touch) but I'm worried about the CA breakpoints. It seems, to me, that Dex 13 vs Dex 12 is hugely different. For example, two characters with a greatsword, ...
by Deleriad
Wed Oct 04, 2006 1:04 pm
Forum: Legend
Topic: Some tested houserules that appear to work...
Replies: 39
Views: 8342

Re: Some tested houserules that appear to work...

I Opposed Skill Rolls : uses a "degrees of success" style system -- crits trump successes, successes trump failures, failures trump fumbles. In the case of equal level results, the win goes to the player who rolled the lowest under his skill (so a 25 on a 90% beats a 50 on a 90% because 90-25 > 90-...
by Deleriad
Wed Oct 04, 2006 12:11 pm
Forum: Legend
Topic: Some tested houserules that appear to work...
Replies: 39
Views: 8342

RQ has *always* worked on the premise that nurture (training) trumps nature. So explain characteristic rolls, then? The characteristic rolls were always an anomaly. I ran a *lot* of RQ3. As soon as Dodge came into the game, DEX*5 became problematic. Had more than one situation like the following: "...
by Deleriad
Tue Oct 03, 2006 8:12 pm
Forum: Legend
Topic: Some tested houserules that appear to work...
Replies: 39
Views: 8342

Brute Force, Resilience, and Persistence: treated as skills (as to not upset the character sheet, heh) but fixed at STRx5, CONx5, and POWx5 respectively. Is this really necessary? It is if you believe that the ability to push yourself against normal odds should be a function of your attributes and ...
by Deleriad
Wed Sep 27, 2006 8:17 pm
Forum: Legend
Topic: Alternate SRD
Replies: 10
Views: 2607

Page won't load so going by what's down here Skills Halving rule is gone. Instead if at least one of the skills is over 100, subtract 100 from that skill. The remainder is subtracted from both skills. So one skill will be at 100% and the other will be less than that. That's confusingly written but I...
by Deleriad
Wed Sep 27, 2006 7:59 pm
Forum: Legend
Topic: Reform of precise attacks to bypass armour
Replies: 13
Views: 3385

I don't think precise attack to ignore armour should exist. I don't think Armor skill penalties should exist (except for a specific instances) I realise there is a need for game balance but think that it should be done via ENC and fatigue. Would much rather see something like cumulative effects: Lig...
by Deleriad
Tue Sep 26, 2006 6:44 pm
Forum: Legend
Topic: Damage and Resilience
Replies: 26
Views: 6452

Well it seems to me that the problem, as always, is extreme cases. In 99 times out of 100, normal stuff happens. But one time in a 100, something extreme happens. The problem is that we always remember the one time in a 100 so it seems to dominate. On the basis that offering alternatives is always m...
by Deleriad
Mon Sep 25, 2006 12:00 pm
Forum: Legend
Topic: 100 wrestles
Replies: 21
Views: 5337

Well, just to clarify, perhaps chess would be a better comparison. Albert is 40% at chess and Burly Bob is 20%. (ditto 80 vs 40, 160 vs 80). This is not an attempt to pick holes in MRQ but more to see what the relationship between absolute and relative skills are. For example, should someone who is ...
by Deleriad
Mon Sep 25, 2006 11:00 am
Forum: Legend
Topic: 100 wrestles
Replies: 21
Views: 5337

100 wrestles

It seems to me that the core mechanic in MRQ is the skill roll and it comes in two flavours: simple and opposed. There are two things I'm interested in when it comes to comparing skills in an opposed skill roll. How absolutely good a skill is and how good compared to another person. For example, if ...
by Deleriad
Tue Sep 19, 2006 7:34 pm
Forum: Legend
Topic: Combat actions and parrying
Replies: 17
Views: 5198

Re: Combat actions and parrying

2. Parrying I think this is deliberate, the rules do suggest that dodge is the best defense. Whether this is sensible or not is a matter of taste, they seem to be going for a very freewheeling combat experience with dramatic tactics and lots of attractive options. Well the balance seems to be that ...
by Deleriad
Tue Sep 19, 2006 8:53 am
Forum: Legend
Topic: Armour skill penalty
Replies: 124
Views: 29630

Reading this thread over and over again - and I just realized I don't want to go with anything too complicated. So, I will keep armour penalties just as on the book, but I will use skill halving for precise attacks. This way it is under control. I'm going to be using the -40% to bypass armor option...
by Deleriad
Sun Sep 17, 2006 2:21 pm
Forum: Legend
Topic: Armour skill penalty
Replies: 124
Views: 29630

Re: Sound Thinking

But maybe that's a good thing. We can use the background and scenarios and do it our own way. MRQ > DIYRQ? I must admit that I'm an unabashed tinkerer; no matter how good the system, I want to modify it. That said, there are enough quirks in MRQ that make it seem like one more phase of playtesting ...
by Deleriad
Sun Sep 17, 2006 1:53 pm
Forum: Legend
Topic: Armour skill penalty
Replies: 124
Views: 29630

I find two major, somewhat related issues, at stake here. One is: what is the appropriate penalty for wearing armour that feels intuitive, feels like it reasonably simulates reality, is balanced in game terms and meets the criteria of MGF "maximum game fun". The other is: is the game rule that allow...
by Deleriad
Fri Sep 15, 2006 10:12 am
Forum: Legend
Topic: RuneQuest: The Clanking City on Amazon
Replies: 20
Views: 4676

I imagine a live Blue Clown would have been tough to deal with as well. That would be an interesting cult actually -- the Blue Clowns. Followers of a deity that wants the world to be funnier , like it or not. Hey I'm liking that. Humour is a serious business. That joke just killed me. Could you ima...
by Deleriad
Wed Sep 13, 2006 7:23 pm
Forum: Legend
Topic: Two-Roll Combat.
Replies: 23
Views: 6268

I would use the modifiers on both attack rolls, if my modified chance to hit is 65, I would use a 65 for the second attack roll to. Remember there is no second roll for a failure, and no penalty for missing the second attack roll (if the defender misses his parry you still hit). See, that's the pro...
by Deleriad
Tue Sep 12, 2006 7:08 pm
Forum: Legend
Topic: Two-Roll Combat.
Replies: 23
Views: 6268

Well it seems to me pretty plain that combat used to be two rolls but was changed at the last minute. To be honest, it makes sense in terms of MGF to use a "1 roll" system. The two roll system means that a successful attack would end up with 4 rolls far too often: Attack, oppose the dodge or parry, ...
by Deleriad
Tue Sep 12, 2006 4:25 pm
Forum: Legend
Topic: Various questions about opposed rolls, poisons etc
Replies: 16
Views: 3873

Various questions about opposed rolls, poisons etc

First, am I right to notice that dodges and parries may look like opposed skill tests but aren't really. For example, say that both the attacker and parrier roll successes then, normally, in an opposed test, the winner is the one who rolls higher. In an attack vs parry, however, if both succeed it d...