Mongoose Pete
Mongoose
Greetings.
I must thank everyone for their rapid and constructive reviews of the new Player's Update document. The concerns you have expressed are both legitimate and are currently being seriously considered. In the meantime however, I feel I must explain the background to why the combat rules were changed to their present form.
As previously mentioned (by Vitalis I think) there are two ways of approaching combat. The first is by using an Opposed Test. The second is by using the Combat Matrix.
Although both Loz and I believe that opposed rolls are the greatest feature of MRQ, using them to directly resolve combat is extremely lethal. An opposed test can only result in a single 'winner' which means you either get hit, or you don't... and what is worse, that hit might be a critical too! There is no defence save armour. As such, opposed tests are a little bipolar for such dangerous activities.
On the other hand you can instead compare the success level of each combatant on the Combat Matrix. This is a little safer in terms of survivability, but does lead to potential problems when both combatants exceed 100% in weapon skills.
Before the Player's Update was conceived, I had been working with Loz to update the current combat matrices and create fumble tables, to fix problems previously identified by the members of this forum. The tables should work perfectly in that regard.
However, both Loz and I dreamed of unifying the rules so that Opposed Tests could, if desired, be used even in combat too - which would have the advantage of speeding up combat considerably and overcoming the difficulties of heroic skill levels.
Thus in the GM's Guide, Loz added an opposed test rule to my updated matrices as an option for those who desired to use it. Although it adds a level of complexity, this rule is a halfway stage between the granularity of the Combat Matrix and the faster battle resolution of an opposed test, resulting in a 'slightly' less lethal system.
When Mongoose asked for suggestions for the Player's Update, they took part of these new optional rules from the draft GM's guide. As a core rule for combat resolution perhaps this was a mistake, since the criticisms expressed thus far have been both valid and consistent. I believe that this issue can be easily resolved by simply using the Combat Matrices as they stand and ignoring the opposed test.
On a more positive note it has been gratifying that there has been support for both the new >100% rules, the fixing of Opposed Tests when both parties fail, the Fumble Tables, and the use of Opposed Tests for magic resistance. There are more very well conceived (optional) rules forthcoming in the GM's Guide.
Loz has promised to explain the rationale behind the Overcharging rules later, although addressing Rurik's specific concerns it would be a simple fix to say that both the attacker and defender must make any declarations of boosted MP's simultaneously... perhaps using a hidden dice to indicate the number selected.
Please keep coming with the constructive criticism. As this release has demonstrated, Mongoose is very willing to resolve any serious problems identified with their system.
I must thank everyone for their rapid and constructive reviews of the new Player's Update document. The concerns you have expressed are both legitimate and are currently being seriously considered. In the meantime however, I feel I must explain the background to why the combat rules were changed to their present form.
As previously mentioned (by Vitalis I think) there are two ways of approaching combat. The first is by using an Opposed Test. The second is by using the Combat Matrix.
Although both Loz and I believe that opposed rolls are the greatest feature of MRQ, using them to directly resolve combat is extremely lethal. An opposed test can only result in a single 'winner' which means you either get hit, or you don't... and what is worse, that hit might be a critical too! There is no defence save armour. As such, opposed tests are a little bipolar for such dangerous activities.
On the other hand you can instead compare the success level of each combatant on the Combat Matrix. This is a little safer in terms of survivability, but does lead to potential problems when both combatants exceed 100% in weapon skills.
Before the Player's Update was conceived, I had been working with Loz to update the current combat matrices and create fumble tables, to fix problems previously identified by the members of this forum. The tables should work perfectly in that regard.
However, both Loz and I dreamed of unifying the rules so that Opposed Tests could, if desired, be used even in combat too - which would have the advantage of speeding up combat considerably and overcoming the difficulties of heroic skill levels.
Thus in the GM's Guide, Loz added an opposed test rule to my updated matrices as an option for those who desired to use it. Although it adds a level of complexity, this rule is a halfway stage between the granularity of the Combat Matrix and the faster battle resolution of an opposed test, resulting in a 'slightly' less lethal system.
When Mongoose asked for suggestions for the Player's Update, they took part of these new optional rules from the draft GM's guide. As a core rule for combat resolution perhaps this was a mistake, since the criticisms expressed thus far have been both valid and consistent. I believe that this issue can be easily resolved by simply using the Combat Matrices as they stand and ignoring the opposed test.
On a more positive note it has been gratifying that there has been support for both the new >100% rules, the fixing of Opposed Tests when both parties fail, the Fumble Tables, and the use of Opposed Tests for magic resistance. There are more very well conceived (optional) rules forthcoming in the GM's Guide.
Loz has promised to explain the rationale behind the Overcharging rules later, although addressing Rurik's specific concerns it would be a simple fix to say that both the attacker and defender must make any declarations of boosted MP's simultaneously... perhaps using a hidden dice to indicate the number selected.
Please keep coming with the constructive criticism. As this release has demonstrated, Mongoose is very willing to resolve any serious problems identified with their system.