I sat down again last night and re-read the Combat section of MRQ - probably my 10th time to do so.
The combat example clearly indicates a two-roll system (the right hand page lists 'a succesful attack', then a different result on a second attack roll vs. the defenders parry or dodge) more than once.
My question is - based on the combat example, and not the Player's Guide PDF - what would happen if the first roll was a critical, and the second not....or vice versa....or if both attack rolls (according to how the example seems to illustrate combat worked) were criticals ?
I'm also unclear about the Criticals on Opposed Rolls thing. Criticals apply to normal skill rolls, but it was mentioned elsewhere (here on the forums) that critical results don't seem to apply to Opposed Rolls (for the purposes of Criticals not being listed as beating an opponent when both rolls succeed, but one is a critical - because the other has the 'highest roll' per the rules)....but in combat, they clearly apply to Opposed Combat Rolls.
If that's the case, why have seperate mechanics for criticals for 1) Normal Skill Rolls, 2) Opposed Rolls, 3) Combat Opposed Rolls ?
I may be the only one, but this frustrates me. I really want to use Runequest to run several campaigns I've been thinking up - Glorantha, Middle Earth, and Classic History - but everytime I read through the rulebook, I get annoyed by the amount of house rules I'm going to have to use to unify the system.
Does anyone else feel like the Player's Guide PDF was just a 'band-aid' to keep the rulebook from appearing to have several errors as opposed to a clear and concise final authority on the rules ?
I don't want to just 'give up' on Runequest and 'play something else'. I think there is a real gem in there somewhere - I'm just having trouble finding it right now.
The combat example clearly indicates a two-roll system (the right hand page lists 'a succesful attack', then a different result on a second attack roll vs. the defenders parry or dodge) more than once.
My question is - based on the combat example, and not the Player's Guide PDF - what would happen if the first roll was a critical, and the second not....or vice versa....or if both attack rolls (according to how the example seems to illustrate combat worked) were criticals ?
I'm also unclear about the Criticals on Opposed Rolls thing. Criticals apply to normal skill rolls, but it was mentioned elsewhere (here on the forums) that critical results don't seem to apply to Opposed Rolls (for the purposes of Criticals not being listed as beating an opponent when both rolls succeed, but one is a critical - because the other has the 'highest roll' per the rules)....but in combat, they clearly apply to Opposed Combat Rolls.
If that's the case, why have seperate mechanics for criticals for 1) Normal Skill Rolls, 2) Opposed Rolls, 3) Combat Opposed Rolls ?
I may be the only one, but this frustrates me. I really want to use Runequest to run several campaigns I've been thinking up - Glorantha, Middle Earth, and Classic History - but everytime I read through the rulebook, I get annoyed by the amount of house rules I'm going to have to use to unify the system.
Does anyone else feel like the Player's Guide PDF was just a 'band-aid' to keep the rulebook from appearing to have several errors as opposed to a clear and concise final authority on the rules ?
I don't want to just 'give up' on Runequest and 'play something else'. I think there is a real gem in there somewhere - I'm just having trouble finding it right now.