Mikko Leho
Mongoose
Enpeze said:In every system you can discover some problems if you search long enough. This does not proof that the system as a whole is crap. Sometimes it proves only that there is somewhere a problem which can maybe fixed. In your above example it seems to me that the problem you show comes from an unintuitive way dragon STR stats are determined and not from a broken resistance table.
My point was that you stated the resistance table to be flexible and scalable and tried to prove otherwise. Dragon wrestling is a broken aspect of the game and it can be fixed either by changing dragon's stat rolls or by removing the resistance table as it is. Which way you want approach the problem is a matter of opinion. I would have chosen one route, you would have done it differently.
Enpeze said:IMO POW vs. POW is a much better way to show spell effects than saving rolls like d20.
Saving rolls are indeed poor, but there are more ways to do this. I personally prefer Shadowrun's spirit combat.
Enpeze said:The fazit is that it seems that you prefer fixed regulations and rules to flexibility. (eg. I assume this from your comment that there should only be one way to resolve conflicts, or that rules should clearly state what to do in a riddle situation, which is not my opinon at all)
I don't expect the rules to tell me how to solve one specific conflicts but more simple guidelines how conflicts should be dealt with. As it stands RQ has several different mechanism to do this: skill check, attribute * 5 check, attribute vs attribute, skill vs skill. Resistance table is used only in attr. vs attr. in the RQ3 rules. All these should be combined into one conflict mechanic, that is useable in every situation. More than one is IMHO bad game designing.
Resistance table is not a bad idea altogether, if it were to be used as the basis of the whole conflict solving mechanic (with skills ranking about 1-20), I would be all for it. Now there are just too many ways to handle conflicts in my opinion.