Combat: Parry Question

Sadric 86th

Mongoose
We've had it clarified in another post that you calculate all skill adjustments to determine the adjusted weapon skill rating for the purpose of determining the subsequent amount of skill points added to the attack roll when two combatants score the same success level. For example, a character with a weapon skill of 121% decides to try a precise attack( forget the armor penalty for a moment, I don't want to complicate the example), he subtracts 20%. He rolls his attack his opponent rolls his parry, they both achieve a "success." The character would adds 1 point to his roll for the purpose of determining a winner in this contest.

In reviewing the rules, there's nothing to suggest that these attack modifiers would also apply to parrying an attack. Thus, while the attack suffered a 20% penalty, the parry reaction would occur at the full value of 121%.

Is this a correct interpretation of the rules?
 
Correct.

If a character at 141% does a precise attack at 40% (it's worth remembering that 40% as it enables all the special combat attacks), then he gets to use the extra 1% to add to combat, which is the opposed roll method that is implied.

In the original Player's Guide the extra 1% wasn't added in, iirc, and the comments on this have unfortunately now been lost.
 
Halfbat said:
Correct.

If a character at 141% does a precise attack at 40% (it's worth remembering that 40% as it enables all the special combat attacks), then he gets to use the extra 1% to add to combat, which is the opposed roll method that is implied.

In the original Player's Guide the extra 1% wasn't added in, iirc, and the comments on this have unfortunately now been lost.

Oooh. So does that mean that if the 141% character didn'T do a precise attack he would add 41% to the opposed roll? If so, precise attacks just got brought back into line. No longer a gimme for rune lords.
 
Oooh. So does that mean that if the 141% character didn'T do a precise attack he would add 41% to the opposed roll? If so, precise attacks just got brought back into line. No longer a gimme for rune lords.
Under opposed combat (not fully clarified in the new PDF. Aaaargh!), yes. Which, as you say, is actually quite nice as it gives the higher levels a decent choice rather than leaving it to chance. :) If only we didn't have the degrade rule. :(

But as you probably know, >100% isn't limited to Rune Lords under the new rules, anyway.
 
Halfbat said:
Under opposed combat (not fully clarified in the new PDF. Aaaargh!), yes. Which, as you say, is actually quite nice as it gives the higher levels a decent choice rather than leaving it to chance. :) If only we didn't have the degrade rule. :(

But if we didn't have the degrade rule, there wouldn't be any need for a choice. You get something (bypass armour) but you also lose something (41 bonus to your dice result), making your attack more efficient if you score a hit but at the same time lowering your chance to hit. Sounds pretty good to me.
 
Halfbat said:
Oooh. So does that mean that if the 141% character didn'T do a precise attack he would add 41% to the opposed roll? If so, precise attacks just got brought back into line. No longer a gimme for rune lords.
Under opposed combat (not fully clarified in the new PDF. Aaaargh!), yes. Which, as you say, is actually quite nice as it gives the higher levels a decent choice rather than leaving it to chance. :) If only we didn't have the degrade rule. :(

But as you probably know, >100% isn't limited to Rune Lords under the new rules, anyway.

I like that idea. It means that going for a called shot might lead to losing a combat exchange. I think that it is a big improvement from the MRQ core rules. Very Pendragonish.

ANd yeah, the over 100% club hasn't been limited to Rune Lords for quite some time, with the floodgates beingopened in RQ3. I just used Rune LOrds for an example, since it sounded better than the "over 140% crowd"
 
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