Which I Dodge on a 97 or less with my 200%!Rurik said:But then Again, if someones skill is 200% why not allow "I'm going to Disarm him and go for a Shot to the head that ignores armor for -120%"
They are pretty freakin good after all.
Which I Dodge on a 97 or less with my 200%!Rurik said:But then Again, if someones skill is 200% why not allow "I'm going to Disarm him and go for a Shot to the head that ignores armor for -120%"
They are pretty freakin good after all.
bluejay said:I'm pretty sure it explicitly states that you cannot combine Precise Attacks.
Urox said:Which I Dodge on a 97 or less with my 200%!Rurik said:But then Again, if someones skill is 200% why not allow "I'm going to Disarm him and go for a Shot to the head that ignores armor for -120%"
They are pretty freakin good after all.
atgxtg said:Hurray, ONE attack and defense roll!
However, I still think the 'statistical anomaly' was dicey and reaction to it overblown. Other games have the same sort of rough spots and work quite well.
sarahnewton said:I can't see my players (who are pretty much in the low 100s with key skills after YEARS of play - D&D equivalent of 10th / 11th level or so) accepting the massive limitation of their abilities if I tried to switch over from RQ3.
Mikko Leho said:Years of play and their characters are not dead yet?
Mikko Leho said:Years of play and their characters are not dead yet? You must be one sad GM. In our games all it took was a farmer with a pitchfork, pissed off donkey, looking someone funny etc. Let evolution do its job, you know you want to :wink:
While I was never a huge fan of Special success from RQ3, but having every 4 skill points have a game effect is a lot more significant than every 10 points. I guess the point is to get to 135% so every attack is a Called Shot (although I am not sure how well this works against high Dodge/Parry skills).sarahnewton said:Though, as has been pointed out elsewhere on this forum, skill levels over 100% become pretty meaningless then.
Urox said:While I was never a huge fan of Special success from RQ3, but having every 4 skill points have a game effect is a lot more significant than every 10 points. I guess the point is to get to 135% so every attack is a Called Shot (although I am not sure how well this works against high Dodge/Parry skills).sarahnewton said:Though, as has been pointed out elsewhere on this forum, skill levels over 100% become pretty meaningless then.
andakitty said:Newton, it was overblown. And is. Any effect would be minor, if the model is even accurate. 'Massive'. :roll:
Besides, the attack percentage itself would be unaffected. Maybe having a little chaos in the opposed roll would better reflect the actualities of combat better anyway. But it just isn't anything to get ruffled over.
I sympathize fully with Mongoose Matt in wondering why anyone would think they would publish a broken game. It doesn't matter now anyway.
Didn't one of the math guys (bluejay?) prove that the halving rule was borked for opposed skill rolls?andakitty said:I sympathize fully with Mongoose Matt in wondering why anyone would think they would publish a broken game.
Rurik said:Which brings me to my next point. The book IS broken. The mechanics work well as intended, but are not presented clearly. The fact that the release of the book did not really clear up any of the questions shows this. The example of combat in the book directly contradicts Matt's explanation on these boards.
So players will buy the book, many of them will be confused or come to the same conclusions we came to. And that is too bad, because it will turn some players off, which is bad for Mongoose, and bad for those of us who want this game to do well.