gamesmeister
Banded Mongoose
During our session last night I ran a pair of high level combats. Two of the four combatants had a skill of over 90%, with magic taking them to between 110% and 120%, the third had a skill pushing 140%, while the fourth had an enhanced skill of around 95%.
Not surprisingly, almost every blow was a precise attack, which in theory I had no problem with. However, almost every one attempted was the avoid armour attack, which turned out to be (not surprisingly) utterly lethal. And this was without using opposed rolls in combat!
A successful dodge against such an attack generally resulted in 6-7 points of damage going straight through all armour, including magical protection - this invariably led to at least a minor wound, which in turn led to a loss of one or more combat actions. The 6-7 damage comes from minimum weapon damage (say 1), plus Bladesharp damage (usually 4), plus a damage bonus of at least 1D2.
A successful parry with at least a target shield was better, but parrying with a weapon was not good, as any damage over and above the 2-4 APs of the weapon were then applied directly to the hit location.
The upshot of all this was that the combatant who got the first hit in usually won, because the moment he started whittling down his opponent's combat actions, his opponent was helpless and never got another attack in.
I'm therefore going to try a couple of small tweaks to my game, as follows
1) Precise attacks do not ignore magical protection. I remember thinking this should be the case when I first got the MRQ rulebook over a year ago, but I've been trying to use the RAW as much as possible. However, it doesn't make sense to find a gap in magical armour (which is not tied to individual pieces of armour), and therefore it can't be bypassed.
2) This came from one of my players. When a combatant loses 1D4 combat actions, we're going to try counting reactions within that total and removing those instead. For example, if a player rolls a 2, he will lose 1 combat action and 1 reaction. At least that way he may get the chance to use another combat action during the round, perhaps to heal himself or, in the case of last nights game, switch his shield from his wounded left hand to his right hand.
Conclusion: without a shield at high level, your a dead man. :shock:
Not surprisingly, almost every blow was a precise attack, which in theory I had no problem with. However, almost every one attempted was the avoid armour attack, which turned out to be (not surprisingly) utterly lethal. And this was without using opposed rolls in combat!
A successful dodge against such an attack generally resulted in 6-7 points of damage going straight through all armour, including magical protection - this invariably led to at least a minor wound, which in turn led to a loss of one or more combat actions. The 6-7 damage comes from minimum weapon damage (say 1), plus Bladesharp damage (usually 4), plus a damage bonus of at least 1D2.
A successful parry with at least a target shield was better, but parrying with a weapon was not good, as any damage over and above the 2-4 APs of the weapon were then applied directly to the hit location.
The upshot of all this was that the combatant who got the first hit in usually won, because the moment he started whittling down his opponent's combat actions, his opponent was helpless and never got another attack in.
I'm therefore going to try a couple of small tweaks to my game, as follows
1) Precise attacks do not ignore magical protection. I remember thinking this should be the case when I first got the MRQ rulebook over a year ago, but I've been trying to use the RAW as much as possible. However, it doesn't make sense to find a gap in magical armour (which is not tied to individual pieces of armour), and therefore it can't be bypassed.
2) This came from one of my players. When a combatant loses 1D4 combat actions, we're going to try counting reactions within that total and removing those instead. For example, if a player rolls a 2, he will lose 1 combat action and 1 reaction. At least that way he may get the chance to use another combat action during the round, perhaps to heal himself or, in the case of last nights game, switch his shield from his wounded left hand to his right hand.
Conclusion: without a shield at high level, your a dead man. :shock: