I've read through the RuneQuest II combat section and I'm having trouble with the effect combat maneuvers may have on the pacing of the game. I'm imagining things coming to a bit of a halt every time a player or GM has to pick an optimal maneuver (or two) from what is a fairly large list.
Seeing a list of maneuvers next to each weapon made me feel a bit better about it -- limiting the choices to a simpler list -- then I realized that the list with each weapon is not the full list of options for that weapon, but it a list of maneuvers specific to that weapon, but other maneuvers are options, unless they are specific to another weapon type. Maybe I am reading this wrong?
Can someone who has played with these rules offer up how it works in with the flow of combat? This is one area for me that I don't see "falling into the background" like RQ rules, in my mind, should.
Otherwise, beautiful book and I'm liking everything else I've read so far!
Seeing a list of maneuvers next to each weapon made me feel a bit better about it -- limiting the choices to a simpler list -- then I realized that the list with each weapon is not the full list of options for that weapon, but it a list of maneuvers specific to that weapon, but other maneuvers are options, unless they are specific to another weapon type. Maybe I am reading this wrong?
Can someone who has played with these rules offer up how it works in with the flow of combat? This is one area for me that I don't see "falling into the background" like RQ rules, in my mind, should.
Otherwise, beautiful book and I'm liking everything else I've read so far!