Fatigue and encumberance in MRQ

kwinland

Mongoose
Howdy!

How do y'all find the MRQ Fatique and Enc rules working?

I had a shock over the lower weights on the armour, but then they have that goofy penalty on all actions.

Do the Fatigue and Enc rules work for you? Do they seem realistic, or of suitable flavour? Have you had to modify them?

Thanks,

Ken
 
Encumbrance is pretty much a case of "check how much you carry, then dont worry too much about it" which is fine with me.

Fatigue looks to work great, though its easier if you just call for rolls occasionally, rather than meticulously count rounds and minutes
 
weasel_fierce said:
Fatigue looks to work great, though its easier if you just call for rolls occasionally, rather than meticulously count rounds and minutes
Yep, that's the way I run it normally _except_ when peeps are trying to charge over 100m of broken ground to get into combat. Then I start having tracking times and having a look at the penalties.

If the activity is non-stop I often impose a cumulative penalty per roll for continuous activity, as well (as suggested on previous threads).
 
The Arms and Equipment book has no skill penaties associated with the armor. Is this a conscious decision or is it an "oops, we've done it again" error? I'm looking forward to the second edition of the books coming out so they can fix the errors.

The reason I am asking is that I'm about to start a campaign and would like to use the rulse as intenede with as little modifications as neccesary.
 
Howdy,

I am just about to switch over (kinda-sorta) from RQIII. My thinking so fa -- I will ignore the armour penalties to skills, and just do a straight minus-ENC (or some fraction of ENC) to all dex skills and fatigue rolls (but not combat skills - I'll let fatigue do that). For swim, I'll probably use the 3x or 5x enc as a modifier.

Ken
 
Armor penalty is -1% per AP per location.

So a chain shirt is -20% (-5% x 4 locations - chest, abdomen, right arm and left arm).

Certain armor materials may modify this formula, but that is the base used for all standard armor. (Dragon Armor in Magic of Glorantha is all basically 1/2 penalty for example, and I also think there is a way to reduce this penalty with the superior item quality rules in the Companion).
 
The formula works great. Was it published in one of the books or a fax, or did one of you just crunch the numbers to come up with the formula. No matter how you got it, thanks.

Skipper
 
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