atgxtg said:
If we go with CA= Intitative roll/5
We minimize DEX by adding INT into the equation as well as a random D10 roll.
This will give the high DEX characters more actions on average, but won't give them twice the actions of an average character. Sometimes they might even end up with less actions.
Yeah. It's a step in the right direction, because at least it's not a hard break kind of situation (12 dex, 2 CA, 13 and 3...). I'm *really* not a big fan of a random roll at the beginning of a round having that much impact on you either though. Because now that d10 roll can make up to a 2 point difference in the number of CAs you get for the round. I'm ok with using an initiative style roll to determine who goes in what order. I'm not so ok with deciding that a die roll determines how many things you can do that round.
I'm much more likely to keep the 4 action ranks and the dex to CA ratio, but just limit the number of attacks you get in a manner similar to RQ3 rules (attack/parry/dodge, pick two), I'll obviously have to tweak the skill cost system for several abilities, but the idea is that you choose your attack/parry/dodge use at the beginning of the round (just as you do in RQ3), then you act according to your available CAs and ranks. Skills can be "split" effectively by making additional attempts during later actions/reactions but at a cumulative reduced skill.
The objective for me would be to essentially duplicate the sr based round of RQ3, but simplify it considerably. 4 total action phases works fine because typically that's the maximum attacks you could do in 10/12 sr anyway (so you don't lose anything from earlier editions). Your dex determines how many possible actions you can take (just as it does now by making you start later in the round), and your skill can be split to use those actions to make additional attacks instead of just moving or casting spells.
For example. A character with a 15 dex would have 3 CAs. Lets say he's got a 120% skill with his weapon. During combat, he may choose to spend the first CA casting a spell. Then the second moving up to his opponent. Then on the third he makes an attack. On the next round, he chooses to attack twice. He applies whatever minuses that is (details, yeah!) and makes his first attack on CA1. Then he makes a second attack on CA2. On CA3, he can't attack, but he could choose to move, cast a spell, or do any other action. Additionally, during this entire time, he's got the potential to make 3 parries or 3 dodges (but he must choose what he's doing first). Each one is made at some cumulative minus. Alternatively, if he's not attacked during a particular combat phase, and he's got some reactions left, he could choose to make a free hit (if it becomes available).
The point is that he's still got 3 combat actions, and 3 combat reactions, but multiple uses of the same combat skill will incur a reduction in skill. He's still using the "same skill" the whole time, rather then thinking of the skill as resetting after each use. Of course, he could equip a weapon in each hand, and use two different attack options and ignore defense entirely. He still only has 3 CAs, so a maximum of 3 attacks, but he could make one at full skill with one weapon and split the other weapon to make two additional attacks. And he can *still* potentially take free-hits and such as reactions (just can't parry or dodge in this case).
Dunno. I'll have to dig through the rules a bit more, but I think I can make this work. It'll have the virtue of matching much more closely with earlier versions of RQ's combat system, while retaining the simplicity of the CA system (and signficantly reduce the high dex problem). It's doable I think...