I always had trouble getting my head around RQ3 Sorcery.Rurik said:I thought Sorcery was the best part of RQ3 myself, not too complicated and made a lot of sense for a magic system.
Rurik said:I thought Sorcery was the best part of RQ3 myself, not too complicated and made a lot of sense for a magic system.
Signy said:Rurik said:I thought Sorcery was the best part of RQ3 myself, not too complicated and made a lot of sense for a magic system.
I only thought that I was the only person in this world to enjoy the RQ3 sorcery rules. Not so, apparently :wink: I do hope they are kept largely the same in the MRQ Companion.
From your description of the game, it almost seems that it was entirely based on crits and specials, which is essentially a different system than MQ. It sounds like you really needed to take someone out in one shot, and that the hit locations were ancillary.andakitty said:No, a little known game published around 1990 called 'Fifth Cycle'. It is percentile roll under, similar weapon and armor values, 20/5% special/critical levels, hitpoints are location only. Hit points per location tend to be higher. Weapon damage lower even than MRQ. What makes the hit point system work is that the specials give a double damage roll and criticals let you roll on this nasty table that yields results like broken bones, bleeders, and instant death.
Urox said:From your description of the game, it almost seems that it was entirely based on crits and specials, which is essentially a different system than MQ. It sounds like you really needed to take someone out in one shot, and that the hit locations were ancillary.andakitty said:No, a little known game published around 1990 called 'Fifth Cycle'. It is percentile roll under, similar weapon and armor values, 20/5% special/critical levels, hitpoints are location only. Hit points per location tend to be higher. Weapon damage lower even than MRQ. What makes the hit point system work is that the specials give a double damage roll and criticals let you roll on this nasty table that yields results like broken bones, bleeders, and instant death.
SteveMND said:I think there were a total of eight reported people who liked the RQ3 sorcery rules, Signy, so there's still a couple more out there.
I liked the sorcery rules as well, but only in theory, not in practice. I loved how infinitely adjustable the spells were, but the implementation meant it was very difficult to actually make the full use of the system.
In my home game, I remapped all the sorcery spells to a particular set of runes, and instead of having skills in the spell, you had skills in the runes -- to cast a spell, you had to have mastery over the specific runes; the better your skill, the more you could tweak. Something like that was what I was hoping for when I heard about Runic Integration in the new MRQ, but it looks like they went for a far different approach.
atgxtg said:Archer said:Without any sort of mechanic to keep track of overall damage, you will not get away from this problem. A character with more hit locations are harder to kill or disable.
You can get away from that problem if you have some sort of would effect penalty. That way all those minor injuries do throw the opponent off, or make him pass out or whatever.Some RPGs do stuff like that.
andakitty said:No, locations without the pool can work. I have a game that works quite well (it is very similar to BRP in many ways, RQ2 in particular) with only hit locations. In this case it is MRQ's implementation that may cause problems. For falling, something like 1d10 per 3 meters fallen, spread over all the locations. The numbers are going to be off because the game in question has values in individual locations. But the point is, it can work OK>
iamtim said:Archer said:Still does not solve the issue that you have to hit the same hit locations several times in a row to actually get someone to go down or be rendered unable to continue to fight.
Do you know the combat rules?
If a location is brought to 0, the next combat action is lost.
If a location is brought to -1, the next 1d4 combat actions are lost; if the location is a limb, it is useless until it is brought to at least 1 hp. If the location is the adbomen, chest, or head, a Resilience test must be made or fall unconscious. If it is successful, it must be repeated every round until the location is brought to at least 1 hp.
If a location is brought to < negative starting hp a limb is severed or mangled, the character drops prone, and must make a resilience test or go unconscious; a test repeated every round if successful or until the limb is brought to at least 1 hp. If it's the abdomen, chest, or head, the character must make a resilience check OR DIE. A 2nd test must be made to remain conscious. This happens every round if successful or until brought to 1hp in that location. In both instances, if the location does not recover withint CON+POW rounds (half for abdomen, chest, or head), the character dies.
That doesn't sound like the kind of ruleset that's going to require a character to "hit the same hit locations several times in a row to actually get someone to go down or be rendered unable to continue to fight." That sounds like one good hit, and you're in for a world of hurt.
Archer said:iamtim said:Archer said:Still does not solve the issue that you have to hit the same hit locations several times in a row to actually get someone to go down or be rendered unable to continue to fight.
Do you know the combat rules?
If a location is brought to 0, the next combat action is lost.
If a location is brought to -1, the next 1d4 combat actions are lost; if the location is a limb, it is useless until it is brought to at least 1 hp. If the location is the adbomen, chest, or head, a Resilience test must be made or fall unconscious. If it is successful, it must be repeated every round until the location is brought to at least 1 hp.
If a location is brought to < negative starting hp a limb is severed or mangled, the character drops prone, and must make a resilience test or go unconscious; a test repeated every round if successful or until the limb is brought to at least 1 hp. If it's the abdomen, chest, or head, the character must make a resilience check OR DIE. A 2nd test must be made to remain conscious. This happens every round if successful or until brought to 1hp in that location. In both instances, if the location does not recover withint CON+POW rounds (half for abdomen, chest, or head), the character dies.
That doesn't sound like the kind of ruleset that's going to require a character to "hit the same hit locations several times in a row to actually get someone to go down or be rendered unable to continue to fight." That sounds like one good hit, and you're in for a world of hurt.
Yes, that are good rules. And they solve the problem in part.
But they still does not solve the whole problem.
On average we can use 1d8 for a damage roll (with perhaps +1d2 damage modifier), That would give us an average of 5 + 1.5, so a Total of 7 points. Assuming a character with 5 HP in his arm, and 4 AP from armour, we would need to strike him in the same place twice, before that hit location is useless, he looses actions, and might be rendered unconscious (depending on which hit location it was).
The heavier the armor a character wears, the more this problem will be apparant, since the character will take a lot of nicks and bruises in different hit locations, without being disabled. This prolongs combat quite a bit.
And if that armored creature has even more hit locations to divide the actual damage inflicted between (since hit location is rolled randomly), it will take an even longer time to down him.
The rules as they are written works fine against unarmored creatures with few hit locations, because a crit has the abilitiy to at least make them unconscious.
It becomes a whole different matter when we have 16 arms chaos octopus with 10AP of scales as protection.
Archer said:Yes, that are good rules. And they solve the problem in part.
Enpeze said:Mongoose matt said such a creature would not have every single hitlocation counted.
iamtim said:Archer said:Yes, that are good rules. And they solve the problem in part.
Ok.
I still don't know that it is a problem; it could have been designed that way so combat isn't quite as deadly as it was in earlier versions of RQ. I dunno.
You evidently consider it way more of a problem than I do; I'll be interested to see what you come up with to counteract it should you run MRQ.
andakitty said:OK. Fifth Cycle.
(removed the long explanation to make this post easier to read)
You may have misunderstood me -- my opinion is that systems like this are flawed, not unworkable.andakitty said:This is just being posted as an example of a hit loc. system without a hit point pool that does work, without being modified. I doubt many would want to replace MRQ's with this, but I suspect MRQ will work well enough as it is. It has more 'safety nets' than this, of course. The primary reasons this does work are probably the low armor values and the fact that there are no saves when hp fall below a certain level. About the longest single combat between fairly evenly matched foes with this I remember ran about a dozen rounds.