Redstone said:
Well, from a gameplay perspective I'm not sure I like it being that easy. Essentially giving the attacker a called shot on every successful attack does not add to the gameplay. If you are going to make unarmored areas so easy to hit that wearing full armor is now a must, I might as well dust off the ole d20 rules and just use their armor class concept.
As Loz has pointed out its not every successful attack, but every successful attack where
you do better than your opponent. So whilst CMs are regular, they are not guaranteed occurrences with every blow.
Something else you should bear in mind is that Choose Location is not always a particularly optimal CM to select, depending on the tactical situation there will often be superior manoeuvres. Secondly, if a PC is always choosing to hit the same location, you can slap the Repeated CM penalty on them.
The rules were specifically modelled to reflect real life fighting, where trained fighters consistently aim for specific locations - which if unarmoured - are injured or incapacitated with just a single blow. History has shown that being armoured has always been the preferred manner of fighting wars, at least before the advent of massed firearms. It also reflects the prevalence of helmets (the most ubiquitous armour) since the head is
the primary target in melee.
Fights with weapons, especially against skilled opponents, are short and brutal. It might help to try and disentangle the concept of 'losing' with that of 'killing', a pitfall many people new to MRQ2 stumble on.
Fortunately this is an easy 'fix' with house rules. I am either going to have a crit be required to select it, or have it cost 2 combat maneuvers.
Its your game. If turning it into a Crit CM works better for you then go for it!
:wink: