Armour skill penalty

atgxtg said:
gamesmeister said:
Well, it has some effect, depending on the rolls...it's still absorbing 4 damage.

Nope. An inainimate object gets it AP value. So does an object that is used to parry. About the only difference is that by parrying with the weapon, you risk the opponent getting a critical for 1/2 parrying AP, but I don't think that I'd apply that in the game, as a critical hit doesn't go up against 1/2 AP if it were aimed at the opponent.

You've lost me now.

Player A performs precise attack against Player B targeting his weapon, and hits. Player B attempts parry with greatsword and is successful. In this example, Player A rolls damage, and deducts the APs of the greatsword as per the combat table for a successful parry. So the damage done is 2D8 - 4 against the greatsword.

What am I missing?
 
gamesmeister said:
You've lost me now.

Player A performs precise attack against Player B targeting his weapon, and hits. Player B attempts parry with greatsword and is successful. In this example, Player A rolls damage, and deducts the APs of the greatsword as per the combat table for a successful parry. So the damage done is 2D8 - 4 against the greatsword.

What am I missing?

The only thing you are missing is that both greatswords take the same damage. Parry sucessful parry blocks 4, so 2d8-4+damage bonuses is dealt to both swords according to Inanimate Object rules, so the 4 AP is subtracted again and both swords take the remainder.
 
atgxtg said:
A greatsword is pretty much aways a club in a swordfight. The weapon wasn't designed so much for cuttingh as for smashing through heavy armor with sheer weight/impact. In fact, many greatsword did not have a sharp edge to cut with> THe idea wasn't to cut through the armor (not going to happen with maille or plate) but to hit with enough force to do injury despite the armor. Rather than a deep gash, you just broke the foe's collarbone.

So you don't apply the RQ2 Slashing rules to a greatsword? Hmmm...
 
gamesmeister said:
atgxtg said:
gamesmeister said:
Well, it has some effect, depending on the rolls...it's still absorbing 4 damage.

Nope. An inainimate object gets it AP value. So does an object that is used to parry. About the only difference is that by parrying with the weapon, you risk the opponent getting a critical for 1/2 parrying AP, but I don't think that I'd apply that in the game, as a critical hit doesn't go up against 1/2 AP if it were aimed at the opponent.

You've lost me now.

Player A performs precise attack against Player B targeting his weapon, and hits. Player B attempts parry with greatsword and is successful. In this example, Player A rolls damage, and deducts the APs of the greatsword as per the combat table for a successful parry. So the damage done is 2D8 - 4 against the greatsword.

What am I missing?

Well, probably a damage bonus. But more significantly.

Player A does a strike weapon and succeeds. Player B on hearing that he isn't the target decides to save his reaction. Player A rolls 2D8 damage (probably with at least +1d2 db), and subtracts the 4 AP from the sword per attacking inaimate onbjects.

The defender gets the 4 AP if he parries or just stands there.
 
atgxtg said:
Player A does a strike weapon and succeeds. Player B on hearing that he isn't the target decides to save his reaction. Player A rolls 2D8 damage (probably with at least 1d2 bd), and subtracts the 4 AP from the sword per attacking inaimate onbjects.

The defender gets the 4 AP weather he parries or just stands there.

Fair point. Dodge it is then... :P

Actually, that's not as weird as it first sounds - if you thought someone was trying to break your weapon, you probably would get out the way or at least move your sword out the way rather than trying to deflect the blow
 
gamesmeister said:
atgxtg said:
Player A does a strike weapon and succeeds. Player B on hearing that he isn't the target decides to save his reaction. Player A rolls 2D8 damage (probably with at least 1d2 bd), and subtracts the 4 AP from the sword per attacking inaimate onbjects.

The defender gets the 4 AP weather he parries or just stands there.

Fair point. Dodge it is then... :P

THat is why I like zanshin's idea of adding in the parrying AP on top of the normal AP. THe idea beaing to block with the strong part of the weaon rather than the weak. For a sword that would mean parrying with the edge, rather than the flat. FDor halfted weapons, parrying with the metal rather than the wood.

It does make a lot of sense to me.
 
I think, after serious consideration, that weapons shatter too easily in MRQ. So i have come to an solutions for that. Normally every point over the AP is damaging the weapon, like 4 AP greatsword hit by something else and deals lets say 10 damage. Then the 4 AP´s are deducted from damage and the sword takes 6 points damage. Another strike and the greatsword is gone. How about if you make it so with the wooden weapons (or mostly made of wood, like shields and spears) and metallic weapons would take 1 damage to their HP every time the attacks damage exceeds or equals the weapons AP. For instance that greatsword with 4 AP and 12 HP takes 8 point hit. normally it takes 4 damage but with my house ruling it would take 1 point for every 4 damage points. In this case it would take 2 points damage.
Of course in determing the damage the weapons user gets, it only deducts 4 from that dmg. If the sword would have had a 12 point hit, it would be damaged 3 points and the owner is going to be getting 8 points as normal parry ruling. dagger with 2 AP and 5 HP would have taken 6 points damage from that 12 point hit and would have been shattered. If parrytable says "parries 2xAP" you need to do as much damage in order to damage the weapon. I hope you understanded what i meant:D
 
simonh said:
Making attacks with shields using the normal rules does lead to some odd results, such as precise attacks with shields(!?), but a skilled shield user can use it offensively. Apart from just buffeting your opponent to stagger or tip him over, you can wedge it into his shield or knock his weapon aside to get an opening, or ram the edge up into his face.
The rules already state that if you use an off-handed weapon to attack with then it CANNOT be a precise attack. So dealing precise attacks with shields doesn't work.
 
Arkat said:
simonh said:
Making attacks with shields using the normal rules does lead to some odd results, such as precise attacks with shields(!?), but a skilled shield user can use it offensively. Apart from just buffeting your opponent to stagger or tip him over, you can wedge it into his shield or knock his weapon aside to get an opening, or ram the edge up into his face.

The rules already state that if you use an off-handed weapon to attack with then it CANNOT be a precise attack. So dealing precise attacks with shields doesn't work.

That's really dependant on how you interpret the rules. The bonus close combat attack one gains when using an offhand weapon or shield cannot be a precise attack. However, any of the normal combat actions may be if you choose.

Who's to say which hand is the "primary" and which the secondary? While the rules do seem to imply that you can parry "one additional attack", but that's a poor assumption. So if I'm wielding my sword in one hand and nothing in the other, I can parry up to my reactions with that weapon. If I put a shield in the other hand, I should *still* be able to parry up to my reactions with the sword and one more with the shield. But could I not choose to spend my normal reactions parrying with the shield (the assumed choice in fact)?

Same deal with the attacks. They kinda seem to assume that your offhand item, when used to parry will be used entirely for parrying, and when used for attacking will be used for *only* the bonus attack. But I think that's a pretty narrow assumption. If you can use your normal parries with the offhand shield, then I'd assume you can use normal CAs to attack with an offhand weapon. It's presence just grants you one additional "free" attack. Interpreting it otherwise gets you into all sorts of trouble.

I don't know why one would choose to use a shield to make a primary attack with, but I don't see any reason why one should automatically rule out the possiblity simply because it is a shield. Certainly, if my main hand is unusable for some reason (like say damage), I should be able to attack with my shield, right?
 
The odd results with shields is due in part to the fact that RQ never had rules for non-lethal damage. Same reason why punch attacks in RQ 3 used to brak lots of bones.

What would make sense would be to get effects other than damage. For example a shield bash could knock some one over or get an "offbalance" result, or even get in between an opponent and his shield to force an opening for a sword attack.

But, since the shield just does damage, attacking with it just means that you are using another 1D4 or 1D6 blunt weapon.
 
atgxtg said:
What would make sense would be to get effects other than damage. For example a shield bash could knock some one over or get an "offbalance" result, or even get in between an opponent and his shield to force an opening for a sword attack.

RQ3 had a rule for making a knockback attack - literaly barging into your opponent to try to knock them back or over. You just made a resistance table roll (STR+SIZ Vs. target's SIZ+DEX IIRC). My troll characters used to use it to to great effect, most notably to knock an opponent off a 3rd story balcony, on one occasion.
 
Gnarsh,

I'd say the off hand thing is pretty much a given, as people train with their shield in the off hand. However, you may choose to let people shift their actions for a round to focusing on the shield as primary weapon, and other weapon as secondary. Not a lot to gain.

I find the whole "Extra action" for off hand weapon really a tad silly as a mechanic, since when you fight you're pretty well all in anyway, with sword, fist and foot. There is an most likely an advantage with weilding two weapons though, if you are skilled at it.

Don't forget sometimes reactions can be used to make attacks. So having an extra parry is pretty damned good if you've used your normal reactions for attacks. If fact, I'd probably use the extra reaction first.

DD
 
Greetings

Durand Durand said:
Gnarsh,

I find the whole "Extra action" for off hand weapon really a tad silly as a mechanic, since when you fight you're pretty well all in anyway, with sword, fist and foot. There is an most likely an advantage with weilding two weapons though, if you are skilled at it.

DD

I take the point but I have noticed in my very few sights of affrays that someone with a knife in one hand wasn't instinctively doing much with the other if it was empty (until the participants grapple) whereas someone who had something in the off hand like a brick or a pipe was much more aggressive with his left hand. Mind you I've seen so few incidents and they were spread over a long period that I might not even be remembering it right :)

Regards
 
Durand Durand said:
Gnarsh,

I'd say the off hand thing is pretty much a given, as people train with their shield in the off hand. However, you may choose to let people shift their actions for a round to focusing on the shield as primary weapon, and other weapon as secondary. Not a lot to gain.

Correct. My whole point was that we can't assume that all shield attacks are going to be made only using the "bonus attack" one may gain as a result of weilding an offhand weapon/shield. Clearly, if we don't assume that by equipping a shield in the offhand, only the "bonus parry" is performed with the shield, we must also not assume that only the "bonus attack" may be performed with the shield. When weilding a weapon/shield in both hands, we must assume that any offensive action may be taken with either weapon/shield and that any reaction may be taken with either weapon/shield. Only the "bonus" attack/parry must be taken with the "offhand".

Which makes the whole "precise strike with a shield" issue valid.


I do agree with you that it's a somewhat silly mechanic. Not in basic concept, but in application. As I alluded to earlier, who's to say which is the "primary" hand? Do we just arbitrarily decide which parry or attack is the bonus one? When does the character state that? More interestingly, if a character has 4 CAs, when exactly does he get to use his bonus attack? The rules don't really provide us with any clarification on this.


I still prefer adopting the earlier RQ concepts of splitting combat actions. A simple adaptation would be to state that while you get your full CAs based on dex (total number of actions you can perform), you still only get 2 "combat actions" in a round. Attack, parry, dodge, pick two. Equipping a weapon or shield in the offhand allows you to take two of the same action if you wish (so you could parry twice or attack twice - once with each equipped item), but otherwise confers no benefit. Making multiple attacks in a round would require splitting your attacks (or perhaps could be derived from the flurry action but with a larger subtraction - like 40%).

This puts the focus back on where it matters. In the skill itself. It also eliminates the problems associated with the "bonus" attacks and parries. The objective here is that characters can increase their options in combat by equipping multiple weapons, but it's overpoweringly useful (aside from being able to parry with a shield while attacking with a weapon obviously!). And Dex allows characters to move around more often, or cast spells faster, or get more shots off with their ranged weapons, but otherwise doesn't become an "I win" button in melee combat.


As to armor points subtracting from skills? I think that's a bad rule. As several have stated, it should simply affect endurance. Armor is designed to fight in. It does not significantly impact your ability to swing your weapon(s). Assuming such massive minuses to skills is ridiculous. This is the one thing RQ has had absolutely right in past editions. Not sure why they changed it.

The GM should feel free to apply minuses to specific skills due to wearing armor (like climbing, swimming, and jumping attempts). But subtracting from combat skills? Silly. If armor was really that bad, no one would wear it...
 
Uh, for what it's worth I have worn armour (Plate and maille, full steel) when I was younger and I could move quite freely in it. The range of motion was only slightly restricted, and that was only due to the spaulders.

However, I wasn't able to keep it up for long as I was and still not as fit as I should have been. Also it may have been due to the fact that the suit was not tailored to my frame.

So, I figured the penalty was for fatigue and skills like acrobatics and swimming. Although I know a man who has done cartwheels in the plate armour.
 
Dont think this has been addressed in the thread, but its coming up in my campaign as one of the characters is an outlaw dragonnewt.

natural armour - penalise or not?

I'm ruling not as i think a creature would be used to living in its skin. Given how difficult it is going to be for a dragonnewt to access additional armour in a humanocentric campaign i dont think it will unbalance the group.

What do others think?
 
I think it is rather obvious that you do not get a penalty for armor that is part of your body. You will be used to it, so it should not hamper you in any way.
 
Which makes the whole "precise strike with a shield" issue valid.
Except it isn't valid at all. Again, the rules are quite clear. The bonus attacks you get for using a second weapon CANNOT be used for a precise attack. Doesn't matter what hand is primary and which is the 'off-hand'. Stop dancing around the terminology. If your using sword & board, your getting ONE precise attack only, same as if you were using sword & dagger.
 
Arkat said:
Which makes the whole "precise strike with a shield" issue valid.
Except it isn't valid at all. Again, the rules are quite clear. The bonus attacks you get for using a second weapon CANNOT be used for a precise attack. Doesn't matter what hand is primary and which is the 'off-hand'. Stop dancing around the terminology. If your using sword & board, your getting ONE precise attack only, same as if you were using sword & dagger.

No, just that you can't make a precise strike with the bonus attack. A Precise attack with a shield is valid. Just not a precise attack with the bonus attack if you take one.

By the rules a character with a 15 DEX could to 3 precise attacks with his shield and then a non precise attack @ -20% with his sword.
 
I see no problem with ramming the edge of a shield through the visage of a helmet, or strike at the throat, or the groin.

While it obviously is not easy to do, it can be done, and a shield could be just as lethal as any other weapon when striking areas where armor does not protect.

Personally I think different weapons should have a Precise Attack Modifier, depending how suitable they are for doing this, since it is such a powerful option in combat.

I would say that the best weapon would be daggers and poignards.
 
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