Mikko Leho said:
At ridiculous situations I would use "GM says no" card. This is a problem for some and I have few persons in my usual gaming group, that believe if something is in the rulebook then it is the law. Naturally I disagree :roll:
I know exactly what you mean. I a player in one of my groups that are particularly insistent on this, and very argumentative when it comes to a situation where he thinks I have done something "wrong" according to the rules. Sheesh...
Mikko Leho said:
After these kind of arguments I have the feeling that MRQ is not for me. All this talk about success percents and weapon damages have not had any effect on me. At the same time I shun the idea of having to keep up strike ranks, wounds etc during sessions. I have had good experiences with RQ and CoC years ago, but now I am more and more inclined to believe that they are things of the past as is MRQ.
Well, rolling intiative (strike rank) is not that much of a mess actually, especially of you only roll it the first round of combat.
I do it like this (example values);
Players; 32 34 12 15
Enemies: 23 23 11 12
I roll values for enemies, write them down on one line. Then I write the players Initative on the row above, in the order they sit, left from right.
If you have troubles following the initative with this, I recommend you also circle the highest and the lowest init score, and then draw lines according to the initiative, easy to follow.
Another solution; Use cards, take some sturdy and colored paper, and cut small cards. One color for the PCs one for the NPCs/Enemies.
Write the character names ont he PC cards, and write Just something like Enemy 1, or whatever on the generic bad-guy cards. When you have decided the initative order, you just lay out the cards in that order, from left to right. Then it is easy as cake to follow initative.
In those games where we have used minatures on occassion, and I have a miniature representing each players character, and we at the moment dont use them for positioning, I arrange the minis on a line, left to right, according to iniatative.
My main issue is that it is a mess to have to keep track of HPs per hit location. In BRP / BRP Clones in the past, there was usually a total HP. And this allowed me a neat little trick. I ignored damage per hit location, used only Total HP, but cut it in half. When the HPs ran out, the hit location that was last struck got the serious injury.
I ran it this way for over 10 years without the players ever noticing.
Now I have to find a similar way to make the bookkeeping a minimum.