I’ve been reading this thread in some interest, especially when a couple of people mentioned SCA combat. I’m a royal peer and knight of the SCA with about 12 years of heavy armoured fighting experience, and I spent this afternoon and evening trying to match what I do with how the rules work. It was quite an interesting analysis, of which I’ll post the most relevant bits here.
First off, I have a fundamental problem with the use of dice to randomly determine where a character’s blow lands. In a fight, a basically trained human being selects the target of their attack, before they initiate it. But according to MRQ (Mongoose RuneQuest) every such attack would be regarded as a Location Strike, instead of a normal blow (as it should be if we were being realistic).
The next issue is that of armour penalties. From personal experience I can say with absolute certainty that armour does restrict your combat skills. The heavier and/or more rigid the armour, the bigger the effect. Now most of us who practice weekly wearing the stuff, simply don’t notice this inconvenience. We get used to the weight, and we adapt our combat techniques to avoid it. However, if you are placed in a situation where you’re not wearing all the bits you should be, i.e. you forget your demi-guantlet or gorget, (or wear a suit of that damnable plastic armour) suddenly you become just that tiny bit quicker, or slightly more flexible, which can be enough to win a fight against an equally skilled opponent. In the SCA there is (sadly) a reason why the folks wearing the authentic field plate or the full chain hauberks don’t seem to win so many tournaments, and that is because extra mass slows down your manoeuvrability and the velocity (acceleration really) of your blows. In this case the MRQ rules for armour are actually realistic.
Armour’s greatest penalty is in the amount of fatigue it creates in its wearer. Historical armour always incorporated large amounts of padded garments underneath it, which was in some ways more important than the surface layer. It is the padding which absorbs the kinetic energy of the blow (saving bone fractures, serious contusions and stunning effects), the surface usually stops the cutting edge from slicing. However, the same combination of layers also traps heat and sweat, eventually forcing even the fittest person to drop from heat prostration. In a fight where I have to move dramatically (fighting multiple opponents for example), I am exhausted from 45-60 seconds of explosive combat. There is a very good reason that armoured knights usually fought from horseback. The horse does all the manoeuvring for you, thus saving a great deal of needless heat build-up.
How would one model this though? An Athletics roll every CON-(AP value) rounds of combat or increase a fatigue level? Personal experience suggests that combat should be regarded as a Heavy Activity, not a medium one.
The MRQ rules for parrying simply don’t cut the mustard for me. Fighting in a full contact sport shows that a single handed weapon parry can normally ward off the damage from a similarly massed weapon. Using it to parry a greatsword however is a lesson in futility. Personally I’d replace the static 2, 3 or 4 points blocked to a dice roll of the parrying weapon’s damage instead. This realistically portrays the effect of the relative masses of attacking and parrying weapons.
Taking a look at how to model myself as a warrior in MRQ terms is quite funny. Firstly I am always aiming at a particular location, normally at a level of accuracy that I can strike through a slot 5cm in width about 50% of the time. In MRQ this is a combination of two precise attack options, Location Strike and Bypass Armour, and normally I can only have one or the other. However for this example (and since I can do it in real life) I’ll double the penalty to make a total of -80%. I am also wearing a mixture of steel and leather armour with a full helm, which gives say about another -30% penalty.
Thus since I almost never miss my target location (although I can be blocked or dodged), my basic combat skill should be 210%. 210% minus location strike, minus bypass armour, minus armour mass penalty = a 100% guaranteed hit.
Now is that a reasonable skill percentage for a knight? The trouble is, is that I am nowhere near the best fighter in my kingdom and there are some guys out there who can have me for breakfast without breaking a sweat. 210% is simply basic competence for a warrior of my rank, and does not take into consideration, my skills in feinting, out maneuvering, and psychology which are all part of my weapon style.
I suppose all things considered that MRQ, like most RPG’s, is an abstraction, and will always remain so. It is futile to try to represent reality with it.
On a final note, I do worry about the Bypass Armour rule. Personally I would change it to “Halves the opponent’s Armour Points” otherwise it is far too powerful and does cause a breakage point once a PC reaches 140%+ (or possibly earlier) weapon skills. Besides, you should surely get something for that 20pt dragonskin… :lol: