I think it is Persistence that replaces POW
OW and Resilience replaces CON:CON. I never had a problem with the stat saves but some players I've had have had big problems with them, not wanting to do multiplications on the fly.[/qoute]
You mean like used Perstience vs. Resistance to affect someone with a spell? Possibly. If RQ is still a roll low game, they probably will expand the critical/special success results into something like a ualtity Rating table to give different degrees of success. Say 1/5th skill, 2/5th's, 3/5th, etc.
This could work as mutipliers for weapon damages too (and explain the new damage system). For example, maybe a rll under skill does normal damage, but one under 1/2 skill does double damage, and under quater skill does 4x damage. Then they would just compare the damage taken vs. Hit Points to determine the imparement.
If RQ is now a "roll high" game, something like this gets even easier.
andakitty said:
What if Drive, the MRQ skill, has nothing to do with carts or cattle? Mongoose Matt has stated that the MRQ combat would involve a lot of moving around, a very liquid feel with lots of give and take. What if drive involves 'driving' forward in combat, i.e. making an opponent give ground for tactical advantage? A charge for extra damage or to gain ground? All of the above or something similar codified into a skill?
Possibly, but I doubt it. It would seem to me that something like maneuver or mobility would be better names. Plus what happens when you step bakc and try to keeep away from your oppent. To you drive/charge in reverse? Is retrat an advanced skill?
I think that most of the maneuvering is probably done under athletics, dodge, and acrobatics (wonder why this wasn't an advanced alteitc skill?).
Maybe combat training gives some advanced maneuver skills too. It would certianly make sense to have a lunge or fletch use a fighting skill.
And could the DEX saves now be subsumed by Acrobatics and Sleight, which are now apparently default skills?