100+ Weapon skills

Ssendam

Mongoose
Just a thought to throw out but ...

I was considering a house rule where if you have 100+ in a skill you can split your score to gain an extra combat action.

Before we begin however I do have to say I have a bit of an issue with combat actions in general, it seems that there is a huge advantage in a 3 CA per round to 2 CA per round. Not sure what everyone else thinks about this.

Anyway ... to illustrate my idea by example:

A character has a skill of 170% in 1HSword, and 3 CA's. He can attack as normal, or choose to attack at 100% with a 4th CA at 70%.

Does that work do you think?

Stay frosty!
 
Ssendam said:
Before we begin however I do have to say I have a bit of an issue with combat actions in general, it seems that there is a huge advantage in a 3 CA per round to 2 CA per round. Not sure what everyone else thinks about this.

Personally, I consider that 1 action per turn is the norm, and that the Combat Actions number i the maximum number of actions per turn.

In order to perform more than 1 action in a turn, you have to declare them at the beginning of a turn and suffer a cumulative negative modifier for each action.
And Flurry is not allowed :)
 
If you use opposed rolls for parries/dodges, as in the Player's Update and in Deluxe, three actions at 170% are way, way better than three actions at 100% and one at 70%. An attack at 170% is almost impossible to parry at a skill level below 90%. Even without the opposed rolls, 170% means you ignore armor or choose location and still hit, so I would always choose 3x170% over 4x100%. The "split" rule worked well only in RQ3, where a 120% swordsman had no other means of annihilating two inferior opponents in a single round, but it makes no sense with Combat Actions.

As for more Combat Actions being a big advantage, this is absolutely the case. I usually conect them to the SR roll rather than making them depend on DEX alone, in order to limit the unbalance.
 
I'd propably not use that. It was a bigger deal in RQ2/3 due to being able to only attack once per round, but in MRQ, you get multiple actions as is (and actions are governed by your DEX)

In addition, as mentioned, the higher weapon skill is going to make it damn hard to defend against your attacks
 
Mugen: My bad, I was referring to an extra CA per round not per turn. I need to check the rules on extra actions in a round as I thought you were limited.

RosenMcStern: Interesting reading, I suppose I’m just not fully settled with the whole way that scores over 100 are dealt with. Certainly there are already a few alternatives on how to handle combat. Can you explain how you connect the CA’s to the SR? It sounds interesting.

Weasel_fierce: I think I have always viewed the CA’s per round as the equivalent as a number of rounds at one attack per round ... which if you have the same CA’s it is. However with PC’s having different CA’s it means that you gain an advantage to take on multiple opponents because of your DEX and not your ability ... which does not seem right to me. I like the idea of CA’s and how they work, forcing you to make tactical choices BUT an extra attack is just so big a deal it seems unbalanced, (apologies for using the word unbalanced, it’s soooo D&D :P).

Stay Frosty
 
Variable CAs were suggested years ago by a poster whose name has been forgotten, and formalized by the missed Dead Blue Clown (where are you, Aaron?). You roll your SR, and the number of actions is your SR divided by 10, rounding up. This way the average CAs per round are 2.3 to 2.8, and having 1 or 4 CAs is very rare.

If you like counting, you can also count down the SR from the highest to zero, and have everyone act on his SR, then on SR-10, SR-20 and SR-30. This feels much like RQ3, except for the countdown, but is a huge advantage for high SR characters, because not only they have extra actions, but they take them before the slower characters have acted, not after.
 
Ssendam said:
Just a thought to throw out but ...

I was considering a house rule where if you have 100+ in a skill you can split your score to gain an extra combat action.

Before we begin however I do have to say I have a bit of an issue with combat actions in general, it seems that there is a huge advantage in a 3 CA per round to 2 CA per round. Not sure what everyone else thinks about this.

Anyway ... to illustrate my idea by example:

A character has a skill of 170% in 1HSword, and 3 CA's. He can attack as normal, or choose to attack at 100% with a 4th CA at 70%.

Does that work do you think?

Stay frosty!

I do a hodge podge of MRQ and RQ3.

I give everybody 2 CA regardless, as I feel the MRQ CA system makes combat extremely unbalanced. Otherwise, who wants to be a mostali with an average DEX of 7, when thoes pesky enlo have an average of 3 CAs?

I do allow a simular rule as you proposed, though I split the attack as RQ3. Which means that both attacks take place in the same CA and both attacks are reduced to 50% of the skill level. This split attack must either be on a single target, or targets that are immediately adjacent to each other.

I do allow flurries as normal, but only with people who have weapons in each hand.
 
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