MRQ2 Non Fantasy

RQ II should work well with most settings, though results of combat can be potentially drastic in an extended campaign without magical healing or good medical resources. That said the attraction of RQ was always the gritty realism of weapon effects compared to more abstract systems.
 
I ran a science fiction game for a while using the MRQI rules and was just sitting here a little earlier today while I had a few minutes downtime and started making notes for using the MRQII rules for my 1936 pulp setting.

[edit: found my old files, they are here . . . http://www.box.net/shared/5gsh49nc2u if you want to have a look at them. I stole ideas from various places for the setting and modified the MRQ1 rules a bit to suit some thoughts i had regarding how to make a fairly high action capable game from the base rules. These are the parts to the handouts I printed out to give to my players. if anything in this is in violation, if the Mods let me know, I'll remove the link or redact the files to remove or cover the violations.]
 
PhilHibbs said:
Dan True said:
As the dear Vagni says then the ranged rules needs tweaking - some of the stuff can be implemented through adding Combat Manouvres,
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell! :wink:

It does seem to overdue the vowels a bit doesn't it? :lol:
 
Loz said:
Combat Stuff.

Far easier.

Back in playtest, we called them Special Effects and then Combat Effects.

I like Special Effects. It has the added advantage that, should your game require it, you could implement them for other opposed contests without calling them "Combat Man-hoo-vers" (in the same way that in old RQ the Impale was a "special success", so a roll of less than 20% with "singing" was a special success, not "I just Impaled my Sing roll...."
 
duncan_disorderly said:
Loz said:
Combat Stuff.

Far easier.

Back in playtest, we called them Special Effects and then Combat Effects.

I like Special Effects. It has the added advantage that, should your game require it, you could implement them for other opposed contests without calling them "Combat Man-hoo-vers" (in the same way that in old RQ the Impale was a "special success", so a roll of less than 20% with "singing" was a special success, not "I just Impaled my Sing roll...."

I actually had an idea like that some time ago, of making a "Oratory-Combat" using puns and counter-arguments as "Combat Manoeuvres", when trying to sway a crowd. A battle of words.

- Dan
 
Why not Combat Moves?

In wrestling, boxing and even martial arts they talk about moves, not manvoeueurouvres.

It's bad enough having manoovuere drives in Traveller. Thruster drives, surely!

Simon Hibbs
 
Could just call them specials or special results. It might slightly confuse long-term RQ players but it's a nice, general term.

That does also imply that you can use them outside of combat. You wouldn't really want a bunch of tables but on the traditional "sneak vs spot" test if the sneaker gets a special then not only do they succeed they got some other bonus as well. Most obvious normal bonus might be a positive modifier to the next related roll or a penalty to an opponent's next related roll.
 
I don't think there's any point in trying to change the terminology at this stage. We're stuck with "manoeuvres", and I've got used to the spelling now. If you want to abbreviate it to something like "combat manv" then I'm sure that everyone will know what you're talking about.
 
Have played in several wild west scenarios run by Ronzo the Grim. They worked really well using MRQ1. I am currently working on an MRQ2 western scenario which is loosely based on the movies-Ulzana's raid and Shalako. :twisted:
 
PhilHibbs said:
I don't think there's any point in trying to change the terminology at this stage. We're stuck with "manoeuvres", and I've got used to the spelling now. If you want to abbreviate it to something like "combat manv" then I'm sure that everyone will know what you're talking about.
I reckon CM's are just fine!
 
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