Hoitsu said:I use halved skill for those precise attacks and i dont think that any player in my games will get weapon skill over 120%. I just dont like Powergames. Thats why precise attack works for me.
Or another suggestion, if you parry the precise attack, it dont bypass armor. That at least sounds realistic, because that armor bypassing attack is all about hitting in specific place like armpit, or hitting in seam of armor, where the armor is not protecting. so if you get something in the way, the attack is not going to hit where it should, in this case place where the armor is not protecting, so the parrying weapon or shield is directing the attacking weapon somewhere else and armor protects normally. Then the -40% sounds good
atgxtg said:If we gave armor a coverage rating, it could be used to adjust the chances of a precvise attack. THat way, it would be easier to bypass earier partial armors than late gothic plate.
THis could be factored into armor cost and possibly weight and skill penalty too, with better qualtiy armors giving better protection or possibly more freedom (reduced peanalty).
I know they got some stuff like this for weapons in the Companion, I wonder if it will have stuff for armor too?
Rurik said:atgxtg said:If we gave armor a coverage rating, it could be used to adjust the chances of a precvise attack. THat way, it would be easier to bypass earier partial armors than late gothic plate.
THis could be factored into armor cost and possibly weight and skill penalty too, with better qualtiy armors giving better protection or possibly more freedom (reduced peanalty).
I know they got some stuff like this for weapons in the Companion, I wonder if it will have stuff for armor too?
The problem with this is mixed armor. You wouldn't know which location to use the modifier from until after resolving the attack, resolving parry/dodge, then rolling location.
atgxtg said:I could even see factoring in a partial bypass. For insance, if fighting someone in plate, the back of the legs are often not plated, attacking the back of the legs bypasses the plate, but not the leather. so just bypassing the metal would be easier than bypassing all the AP.
RMS said:atgxtg said:I could even see factoring in a partial bypass. For insance, if fighting someone in plate, the back of the legs are often not plated, attacking the back of the legs bypasses the plate, but not the leather. so just bypassing the metal would be easier than bypassing all the AP.
I use something similar to this with hits in RQ2/3 that bypass armor. I would only allow it to do that if it made sense. Pretty much any hit to the head made sense, but hits to locations on lots of creatures who's armor derives from skin or hair doesn't make much sense. (I did the same with divine magic in my world: a Shield spell can't be bypassed, period. Granted it's magic, so who knows, but I just can't image the gods passing off puny spells that can easily be bypassed and ignored.)
The only problems I have with all the above is that it starts to get too fiddly. One of the beautires of RQ has always been that it's fairly simple while still feeling very gritty and realistic. For me, you'd have to be careful how far you take the line of adding an extra bit of info to track. For example, I wouldn't add any extra info to track negatives for armor on skill. I'd keep what's there now and only apply it where it makes sense: swim, fatigue, etc. and just ignore it where it obviously doesn't make sense such as weapon skills, riding, etc. Maybe there could be a slight negative there, but it's probably low enough to fall below the granularity of an RPG.
Rurik said:Also, because ignore armor is so powerful, Strike Weapon has not gotten a lot of attention. A greatsword with a few points of Bladesharp is a weapon destroying machine, often breaking spears in one attack and just about any weapon in two.
gamesmeister said:Rurik said:Also, because ignore armor is so powerful, Strike Weapon has not gotten a lot of attention. A greatsword with a few points of Bladesharp is a weapon destroying machine, often breaking spears in one attack and just about any weapon in two.
Don't have a problem with that tbh. You can still parry with a shield even if your opponent attempts a precise shot on your spear. Only if you miss your parry will he damage your spear, and to be quite honest, I would *expect* a spear to shatter pretty quickly when hit repeatedly with a greatsword.
Gerry
atgxtg said:I know what you mean. TO be honest, I am surprised with some of the changes in MRQ because they added in complicatioms. For instance, one of the desgin rules was "no math" meaning that the players wouldn't have to add and sutract things to figure out sucess chances or such. It is the reason for the persisence and resilience skills instead of stat rolls and why there is no more special success.
But adding in a skill penalty for armor when there never was one, just made for more complication/math. Persoanlly, I'd rather just ditch the skill peanlty and apply an penalty to swim, fatigue etc. based on ENC.
I'd also like to adjust the critical effects to allow a choice of effects. For instance, allowing someone to select any of the "precise attack" effects in place of the max damage.
Hoitsu said:Think about the balance in your games...it helps to solve many of your "rule problems"
Hoitsu said:Almost every one here uses frases like "when using bladesharp" or "if you have Protection" and so on.
Of course it is the very soul of magic to make people more powerful and it has nothing to do with real life stuff. Like that Greatsword thing, it shatters with two strikes, of course if you use magic. It seems to shatter easily even with out it but PLEASE sont bring the magic when talking about some spesific rules. Magic changes all, remember that. Of course a guy with Bladesharp-4 do damage and hes precise attack is deadly. Why even bother to use it because you can kill your opponent even with normal attacks with that Bladesharp?
The question seems to be more like how much magic you are willing to give to your players? do they all have that Bladesharp-6 and Protection-6 and so on? or is that just in rare occasions? Think about the balance in your games...it helps to solve many of your "rule problems"