When I see a combat system I want three things from it.
Exciting. Combat should be fun, and feel like action rather than number crunching. It should also be transparent, by which I mean that it should keep your attention on the action. If you are spending more time fiddling with dice or looking up tables than you are concentrating on the action, it fails for me.
Believable. I don't say "realistic" because many of the best combat systems are flamboyantly unrealistic, and all the better for it. Still, tactics that feel as if they should work, should work. Things that people throughout history favoured should be worth using. Things that people do in the source material should make sense in the game.
Varied. I am opposed to Clone Legion games. There should be the opportunity to explore a variety of different combat styles. Sword and board, dual wielding, two handed weapons, light skirmishing, rapier/scimitar and silk shirt swashbuckling. It isn't necessary for all styles to be equally effective in all situations, but each should have their niche.
So, how does Mongoose RQ stack up?
Exciting? Absolutely! fast effective transparent combat system. Top marks.
Believable? Essentially yes. I have a few issues here, but nothing too vital. High marks!
Varied? ... mmm.
MRP is unusual among RPGs in being very heavily biased towards attack. I've played in a few combats now, and my impression has been that once an opponent has successfully set his weapon moving in your direction, you will be hit and take damage regardless of what you do (I'm ignoring critical successes... they are too rare to rely on). With a successful attack roll all you can do is parry, in which case you get the AP of your weapon, or dodge in which case you take minimum weapon damage. But the APs of weapons are derisory compared to damage, and with a rolled damage bonus "minimum weapon damage" can still incapacitate a limb.
The only exception to this is a shield. At 8 or more AP, parrying with a shield actually starts to mean something. Even then, its a far from sure thing, especially against a two handed weapon, but there is at least some possibility that you might survive. With armour, the possibility becomes actually acceptable.
PCs will become involved in many many combats over their career. At some point, quite early I suspect, they will confront a successful attack doing 10-12 damage (d8+d4 lucky roll, or higher damage foe). As far as I can see, the only fighting type that will survive this is the heavily armoured warrior wielding 1h weapon and shield. Someone with a truly obnoxious Dodge, enough to still reliably dodge even in heavy armour, may also be a contender. Anyone else is going down.
I'm not totally content with this. I have a possible solution, but I would appreciate comments on how you think it would play. It involves two rules tweaks:
1) A successful Parry negates a successful attack. A successful dodge does the same.
2) Feinting: any one, at any time, can reduce their attack skill by any amount (multiple of 5?). This will reduce their opponent's defence skill by the same amount.
What do you think?
Exciting. Combat should be fun, and feel like action rather than number crunching. It should also be transparent, by which I mean that it should keep your attention on the action. If you are spending more time fiddling with dice or looking up tables than you are concentrating on the action, it fails for me.
Believable. I don't say "realistic" because many of the best combat systems are flamboyantly unrealistic, and all the better for it. Still, tactics that feel as if they should work, should work. Things that people throughout history favoured should be worth using. Things that people do in the source material should make sense in the game.
Varied. I am opposed to Clone Legion games. There should be the opportunity to explore a variety of different combat styles. Sword and board, dual wielding, two handed weapons, light skirmishing, rapier/scimitar and silk shirt swashbuckling. It isn't necessary for all styles to be equally effective in all situations, but each should have their niche.
So, how does Mongoose RQ stack up?
Exciting? Absolutely! fast effective transparent combat system. Top marks.
Believable? Essentially yes. I have a few issues here, but nothing too vital. High marks!
Varied? ... mmm.
MRP is unusual among RPGs in being very heavily biased towards attack. I've played in a few combats now, and my impression has been that once an opponent has successfully set his weapon moving in your direction, you will be hit and take damage regardless of what you do (I'm ignoring critical successes... they are too rare to rely on). With a successful attack roll all you can do is parry, in which case you get the AP of your weapon, or dodge in which case you take minimum weapon damage. But the APs of weapons are derisory compared to damage, and with a rolled damage bonus "minimum weapon damage" can still incapacitate a limb.
The only exception to this is a shield. At 8 or more AP, parrying with a shield actually starts to mean something. Even then, its a far from sure thing, especially against a two handed weapon, but there is at least some possibility that you might survive. With armour, the possibility becomes actually acceptable.
PCs will become involved in many many combats over their career. At some point, quite early I suspect, they will confront a successful attack doing 10-12 damage (d8+d4 lucky roll, or higher damage foe). As far as I can see, the only fighting type that will survive this is the heavily armoured warrior wielding 1h weapon and shield. Someone with a truly obnoxious Dodge, enough to still reliably dodge even in heavy armour, may also be a contender. Anyone else is going down.
I'm not totally content with this. I have a possible solution, but I would appreciate comments on how you think it would play. It involves two rules tweaks:
1) A successful Parry negates a successful attack. A successful dodge does the same.
2) Feinting: any one, at any time, can reduce their attack skill by any amount (multiple of 5?). This will reduce their opponent's defence skill by the same amount.
What do you think?