Inspector Zero said:
Your suggested fix is helpful but underlines the point that the rules as written don't quite work.
Of course not - it's MRQ! - specifically it's one of the early MRQ books, and we saw in the core rules that there was insufficient care taken in the playtesting, editing and proofreading stages. Gods of Glorantha revealed a second (related) problem in that authors had been working from versions of the rules that were subsequently changed...
Inspector Zero said:
This is a great explanation of the opposed roll mechanic however I still don't see it is better than rolling for a success or failure individually rather than on an opposed basis. If you hit me on your roll I might parry on my roll. Both are successes. My shield takes a beating but that is what its for.
This works fine for combat. If I hit and you parry then my damage has to get through your AP's
It gets slightly trickier with the "All or nothing" situation of a Dodge though. If I sucessfully hit and you succesfully dodge, do I stand any chance of hitting - What if I got a Critical - does your dodge downgrade it to a normal hit, or negate it all together?
What about a non-combat situation? Sneaking past a sentry for instance?
One way would be to use the old RQ2 resistance table. This is good in some ways and situations, but a bit clunky in others, and needs you to either look up on the table, or do the (admittedly fairly simple) maths to work out the chance. It also has a couple of drawbacks - firstly it is a single roll, so who gets to make it - say the contest is two suitors singing a love song to the princess to win her favours, both are PC's - wouldn't you want to roll the dice if one of them was you?
The other drawback is what if there are more than two people in the contest? All the PC's are trying to win the ladies favours. A "best success" allows you to rank all the contestants with a single roll from each.
Inspector Zero said:
The fact that your attack chance might be higher than my parry and therefore you are more likely to hit is besides the point.
Surely it is exactly the point? However we resolve the contest, if my attack is higher than your parry then I should have an advantage.
Inspector Zero said:
A success is a success is a success. The benefit in the higher skill value should simply be that it makes success more likely - and makes critical successes more likely.
I agree. I don't see that an opposed roll mechanic makes this any less true.
Inspector Zero said:
I don't see why a normal success with on a 80% skill should negatively influence a normal success with a 40% skill.
It doesn't. If the higher skill succeeds, then it doesn't alter the lower skill's chance of success at all. It will still be 40%. However, if we are in a contest where we need to determine a winner then we need a way of deciding which contestant got the "better" success - we don't want to have to keep rolling until one contestant succeeds and the other fails - especially if they are closely matched.
Inspector Zero said:
Another way of looking at the previous example of a roll of 87% againist 90% and a roll of 47% against 50% is that actually both just scraped it and could perhaps be considered to be slightly fortuitous which is the point I think Ealdstan was making.
That's not a good way of looking at it under MRQ rules though. a roll of 87 against a skill of 90 is a good solid success, not "just scraping it". It's succeeding in a manner that someone with a mere 50% skill would only be able to beat if they achieved a critical success.
Inspector Zero said:
The inconsistency is apparent in the way that criticals, which are very low numbers, are good but normal successes are seen to be more successful when they are very high numbers.
No, it's perfectly consistant. A high critcal is better than a low one, and a high success is better than a low one. If I have an 80% skill and you have a 40% chance my critical on a 02 will lose to your critical of 04. My critical of 07 will beat your success of 33, not because my low roll is better than your high roll, but because my critical is better than your success. The numbers only matter when the levels of success are the same.
(if, rather than a d100 we had 100 tiddlywinks, 1 black one labelled "Fumble", 9 blue ones labelled Fail 1 to Fail 9, 9 gold ones labelled Critical 1 to Critical 9 and 81 white ones labelled success 1 to success 81 would you see any discrepancy in saying "Critical 3 beats success 24 beats success 72 beats fail 2 beats fumble"?