I'm glad I ordered my copy & one for our shelf. I'd hate to have to wait to take this home

Great job Mongoose!
I've been digesting it.algauble wrote:Do either of you (or anyone else who has it) care to share some details about any changes? Magic, combat system, etc.
A weapon's defensive capabilities are not just about how many AP it has, but also its size and structure. An iron dagger, for example, is going to be naturally more resilient than a wooden quarterstaff, as reflected in its AP; however, the latter is far more effective for parrying a broadsword blow than the former. If, however, you are using your sword to deliberately target the weapon and damage it, the chances are the dagger will last longer than the quarterstaff. This is why a weapon's APs and parrying capabilities are mutually exclusive.Whey you Parry, your weapon's size determines the outcome. So if your weapon or shield is equal to or greater in size, you negate all damage.
If they're 1 size category smaller, you negate 1/2 damage. And if they're 2 sizes or more, you negate no damage. Since weapons have AP, this kind of surprised me. I don't think its bad, it just isn't what I was expecting.
When you give combat a try, you'll find that defensive manoeuvres can be literal life-savers despite how they might seem written down.I also need to contemplate some of the defensive maneuvers, because I don't see how they would be useful unless they hung around after the immediate Combat Action.
That's very gratifying to hear - and thanks for raising these points. Pete and I are anticipating all manner of questions and clarifications, so I guess this is as good a place to start as any!The book is gorgeous. The layout & writing is superb. I think this is my favorite version of character gen from any of the other RQ's I have (no, I don't own the original RQ II).
Every weapon (and I include shields as being weapons) has a size rating. Small things like a buckler or main gauche which are designed for defence are treated as Medium sized parries - capable of blocking most single handed weapons. Whilst it is possible to parry a polearm with a buckler, its small dimensions and limited mass makes it unlikely to block the entire force of the blow, i.e. half damage. That's why most sensible folks use a bigger weapon to parry when faced with polearms (or close the range to hamper the bigger weapon).Lord High Munchkin wrote:How are they handled (excuse the pun)? I have seen one (I mean the concave/convex ones slightly larger than a dinner plate) parry a halberd blow, so size is obviously not the only factor that must be considered.
Well the rulebook says that the effect of the spell now depends on the sorcery skill, not a separate Magnitude/intensity skill. The manipulation art is used to increase range, duration and magnitude etc. Increasing magnitude simply makes the spell more likely to break through countermagic but does not increase the effect of the spell. That'll take some getting used to. I like it though.Mugen wrote:I don't know if this is the right place to ask for, but something surprized me in the MRQII previews.
In the sorcery spells shown in preview 2, there was no mention of "Intensity" or "Magnitude", but instead 10s of the Sorcery (Grimoire) skill.
For instance :
"A sorcerer can affect a target of up to 3 SIZ per 10% of his Sorcery (Grimoire) skill."
There are a number of reasons...Mugen wrote:In the sorcery spells shown in preview 2, there was no mention of "Intensity" or "Magnitude", but instead 10s of the Sorcery (Grimoire) skill.
What was the exact purpose behind this change ? I suspect it is not only a change in wording.
Thanks. I think my FLGS uses Alliance also, I'll start bugging themDr. Halflight wrote:I use Alliance Midwest. There only a day awayMalakor wrote:if you don't mind my asking, who is your distributor, so I can tell my local store who definitely has it?
Said in other words, you dissociated "Spell effects" and "Spell potency" (i.e capacity to bypass/resist other magic) but didn't introduce a new (and certainly not needed) game parameter for spell effects.Mongoose Pete wrote:There are a number of reasons...Mugen wrote:In the sorcery spells shown in preview 2, there was no mention of "Intensity" or "Magnitude", but instead 10s of the Sorcery (Grimoire) skill.
What was the exact purpose behind this change ? I suspect it is not only a change in wording.
Firstly, the Sorcery system has been overhauled so that sorcerers no longer need to dilute themselves learning dozens of separate skills. Doing this however required some fundamental changes on how their spells worked.
Tying the effect of a spell to the sorcerer's knowledge of it (rather than the Manipulation skill) provides a greater degree of consistency of what it is capable of. Splitting the base-line effect from the other, now combined, manipulations also means the sorcerer can still do innovative things with it (in terms of range, number of targets, etc), without diluting the effect/power of the spell.
Last and by no means least, Divine Magic has become significantly more potent, so Sorcery needed an edge to remain on par.![]()
Magnitude still exists as part of Manipulation, but it is used purely for trying to overcome/resist other magic, akin to boosting/overcharging from previous editions.
Yes, that sums it up perfectly.Mugen wrote:Said in other words, you dissociated "Spell effects" and "Spell potency" (i.e capacity to bypass/resist other magic) but didn't introduce a new (and certainly not needed) game parameter for spell effects.
We hope it does for everyone else too.That makes sense to me.
And the more I ponder, the more I agree with the decision. I can see it being much faster to simply adjust damage, if applicable, instead of remembering individual AP. It was just a surprising, but elegant change.Loz wrote: A weapon's defensive capabilities are not just about how many AP it has, but also its size and structure. An iron dagger, for example, is going to be naturally more resilient than a wooden quarterstaff, as reflected in its AP; however, the latter is far more effective for parrying a broadsword blow than the former. If, however, you are using your sword to deliberately target the weapon and damage it, the chances are the dagger will last longer than the quarterstaff. This is why a weapon's APs and parrying capabilities are mutually exclusive.
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