Don Allen said:
It seems like a "point buy" system would alleviate the problem that many see in the Dex and Combat rules though.
Possible. But the point buy systems really only work if the things you spend the points on are relatively similar in value.
Using a point buy system for starting stats, you'll end up seeing a lot of characters starting with an 18 dex (so they can train to 19 as quickly as possible, and also assuming you can't buy higher then you could roll on startup). Basically, expect to see a whole lot of ugly, short, high dex/str/con characters, because those are the stats that'll have the greatest effect on their initial survivability.
One of the reasons that rolled stats "work" in previous versions of RQ (and heck, in every game where stats are traditionally rolled), is that the stats themselves have a relatively minor and incremental effect on the game. Certainly, in RQ2/3, stats mattered. There were break points for damage bonuses, but you weren't gimped if you didn't hit them. One of the most powerful combat characters in my current campaign only has a d4 strength bonus. Strike ranks mattered, but were split up between dex, siz, and weapon length. And even then, only delayed your starting attack. Since you don't get a second attack unless you use two weapons (and take no defensive actions), or have a skill over 100%, starting later in the round just isn't that big of a deal.
I guess what I'm getting at is that one way to look at the 4 strike rank round of MRQ is that you've just taken the 10/12 SR model used previously and compressed it. Instead of counting every rank, you just have 4 ranks, and assume each is long enough for one "action". And that actualy kinda works with the RQ3 convention of 3 SRs between attacks in terms of conversion. Take a 12 SR round, divide it into "actions" of 3 SR length, and you have 4 possible combat action ranks, right? It's the exact same system, you've just simplified it (which is the goal for MRQ).
The problem is that all of the weight in terms of numbers of action has been shifted from 3 different things (dex, size, weapon length) into one (dex). Additionally, the weight of dex is *huge*. If we keep the 1 CA=3 SRs comparison, dex alone generates a range of up to 9 SRs. And it's not just when you can attack, but how many as well. That's way too much power in a single stat.
I think the feel of earlier systems is more accurately maintained if you allow CAs based on Dex (that's fine), but restrict the total number of attacks/parries/dodges based on skill (some method of either division or cumulative reduction for additional attacks). I just think that the game as designed right now, not only favors high dex characters excessively, but also will end up as a HP-fest. Damage to defense seems a bit out of whack as well, with heavy armor not coming close to enough to defend and parries with anything but a shield being almost worthless. I see dodge being used as the primary defensive ability for most characters simply because 3-4 points of armor and a successful dodge will avoid all damage most of the time, while the same armor with a successful parry will not stop a regular hit in some cases (depending on the weapon of course!).
I'm just looking at how the game will scale as characters improve in magic and skill, and seeing a game where basicaly two opponents will just beat on eachother, with neither really having any ability to defend (precise strikes remove defensive armor, and parries wont stop enough points, and dodge will still allow minimum damage, which will be boosed with bladesharp type spells). It'll end up coming down to who has more total attack options, and who can grind down a location faster then the other.
Feels too much like D&D. Which may be the objective. But I play RQ because it *isn't* about wearing down HPs (whether locations or total isn't really that much of a change). I want combats to be tests of the skills and magic of the two fighting, not just a process of attrition, with the guy with the higher HPs and/or Dex winning. And it's looking to me like higher end combats will end up being just that.