How do you run your combat ?

So theres a few options out there..

original rulebook as written (declare defense after attack hits, use chart as written)

The opposed roll system

Various other options.

How do you do it ?


For our next game, Im swinging between the original system as written (we used that and it worked fine), or using the opposed roll (highest roll under skill wins) with the caveat that if the defender succeeds, but doesn't roll higher than hte attacker, his roll is not downgraded (i.e. he gets to deduct AP or give ground).
Basically ala Pendragon.
 
In the past I've used the Table-less opposed combat from the wiki, and like that system a lot.

In my current PBP (the only current MRQ game I'm running) I'm using the players update as written for the first couple chapters at least, with two exceptions:

1) Strike Rank is rolled at the beginning of combat only.

2) Defense is declared after the attack roll (as in original).

Both of these changes are purely to help keep the flow of PBP moving as they eliminate cases having to wait for a posters to respond.

Frankly, it seems to work just fine. The only thing I don't like is how criticals are often worse than normal successes that win the opposed roll - though even this makes a kind of twisted sense the roll high logic of opposed rolls.

I would try running it according to the update for a while. I've tried many variations on combat and they all 'work', I just like some better than others. I do feel the players update 'fixes' a lot of things that never really needed fixing in the first place. But in the end, them's the rules now.
 
Hmm, I had not perused your houserules (because the action reports are more interesting) but I like them. The Block option was suggested by me IIRC, but you have added an Evade option, too, which I like very much.

As for rolling CAs using SR, another option is using your SR divided by 10 (round down). It yields approximately the same results as the static chart, but you can never be sure to have 3 or 4 CAs unless your DEX and INT are impossibly high.
 
I have/would use the update, the test fights i have tried to run functioned fine. Biggest deal i have with fights are armour penalty, but i use it only for fatigue, swimming and such things.
I am a bit suspisous over the spellcasting/ spellsystem and how it work in battle...
While im at it have anyone used the massbattle system? how does it run?
 
I use the following :

1) Action declaration : 1 action and 1 reaction is the norm.
It is possible to perform more than 1 of each, but each one after the first adds a -20% cumulative penalty.

Actions must be declared in the beginning of the turn. If more than one is declared, the cumulative malus applies to all the turn's actions and reactions.

Penalty for multiple reactions is applied only when a reaction has been announced and a roll ahs been made.

2) attack resolution

Attack :

Success : base dmg
Critical : Maximum dmg or Double dmg for empaling weapons.

Parry :

Success : reduce damage by (AP)
Critical : reduce damage by (AP*2)

If parry roll beats attack roll, add (AP) to dmg reduction.

Dodge :

If dodge roll beats attack roll, reduce attack's degree of success by one.
Reduce the degree of success by one mor in case of a critical success.
 
I used the table-less combat from the wiki as well and it had a really neat feel. A couple of the combats had pretty epic movie-like results. (Archery seemed to be horribly deadly and a show stopper though).

I also added overall hit points as characters and villains with low damage modifiers seemed next to worthless unless they impaled (the Disruption spell was a little pointless as well). The combats seemed to drag somewhat and become a little anti-climactic without the hp addition. I did not use the armor penalties either, except as a penalty for fatigue. The group broke up before the characters became very experience or had any heavy armor so I cannot comment on how this worked at higher levels.
 
What are people using for total HP if adding them back in?

I have considered it myself, but would probably go with a higher amount than RQ2/3 - probably straight CON+SIZ.

The system works well enough without total HP in my experience, though it can cause some fights to drag on (though as I've said I think it requires some different tactics than RQ2/3). Total HP would be there to just get rid of the extreme cases.

I also expect making a Serious wound trigger at 0 HP and a Major wound trigger at negative the starting HP (rather than greater than negative original HP) - like in Pete's system up the thread - would have a noticable effect on the lethality - I have been surprised at how many times that 1 point difference in wound thresholds has actually come into play (I am not a fan of dropping resilience rolls at the end of each round though).

Personally, I kind of like the way a combatant may keep on fighting for a few rounds after the blow that drops him is delivered. It seems pretty realistic to me.
 
I have not run a game yet, but if I were it would be a mix of original and Deluxe /players Update rules (mostly original rules):

Attacker rolls to hit

If successful target can elect to defend (this saves a wasted roll by target if attacker misses and also allows master swordsmen to take on multiple opponents a bit better as they don't have to waste Reactions on every opponent)

Compare results on the original table (if target did not use Reaction treat as a failed Dodge), but treat Failure / Failure as a failure rather than "Attack succeeds as normal".

In addition to the result on the table if either fumbles apply a suitable fumble result.
 
I haven't run MRQ yet but I am going with the "DigitalMage" style. I think that's what is intended byt the rules and the idea that a swordsman will not waste a parry on a poor attack seems to feel right.

I am also using a counter system to track rounds. Each player has a red counter for each combat action in a round and a blue one for each reaction, (I use casino chips). When you attack, you throw your counter in a "hat". Each round you start again. Seems to work ok with the combat tests I've run.

Stay Frosty
 
Ssendam said:
I am also using a counter system to track rounds. Each player has a red counter for each combat action in a round and a blue one for each reaction, (I use casino chips). When you attack, you throw your counter in a "hat". Each round you start again. Seems to work ok with the combat tests I've run.

Same here (right down to the colours of the casino chips! 8) ) It does work well, although keeping tracking of multiple NPCs gets a bit tricky. But then that's always the case regardless of how you manage PC actions.
 
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