MRQII Questions

daddystabz

Mongoose
My local face-to-face gaming group is getting ready to begin a MRQII campaign soon and I wanted to ask a couple questions to get some quick clarification please.

1) For combat maneuvers - Certain weapons have certain combat maneuvers listed on their descriptions. Does this mean only those listed combat maneuvers can be performed with that weapon? The same weapon couldn't perform a maneuver not listed in its description?

2) How do you attempt a skill check for a skill you do not possess? If I want to attempt a check using the advanced skill Acrobatics, for example, and I do not have that skill then what do I roll? Can I substitute another closely related skill and if I have no closely related skill then what?

3) Can armor break like weapons when you take location damage?
 
daddystabz said:
1) For combat maneuvers - Certain weapons have certain combat maneuvers listed on their descriptions. Does this mean only those listed combat maneuvers can be performed with that weapon? The same weapon couldn't perform a maneuver not listed in its description?

Only for certain combat actions, those that require a specific weapon (such as bleed, entangle, impale, sunder ...). So, a weapon can use all Combat Manoeuvres, such as trip and bash, except those that requires a certain type of weapon.

daddystabz said:
2) How do you attempt a skill check for a skill you do not possess? If I want to attempt a check using the advanced skill Acrobatics, for example, and I do not have that skill then what do I roll? Can I substitute another closely related skill and if I have no closely related skill then what?
Use the most relate common skill with a penalty or lesser effect, or do not allow it (for some advanced skills). So, if trying to:

Player: I want to jump over to the ship, grab the rope and swing myself to the platform.
You: Okay, would have been ordinary if you have had Acrobatics, but since you don't - take an Athletics check with -20%.

Player: I want to do three saltos followed by a flickflack, while I throw the ring over the edge.
You: Possible for a trained person, impossible for you. I will allow an Athletic test to still succeed at the overall goal (getting past and throwing the ring), but not by doing saltos and flickflacks - thus keeping you down at the ground where the guard might grab you during the attempt.

Just remember that it is always more fun to say "yes, but it will have consequences" than "no".

daddystabz said:
3) Can armor break like weapons when you take location damage?

If you thus rule it, so shalt it be. In the vanilla game you have to use the Sunder Combat Manoeuvre to smash armour and weapons - so no. But if you wish, then it can easily be implemented by subtracting HP from the weapons and armour when their AP is bypassed. I will warn you though, it throws up the amount of bookkeeping and corrections a lot.

- Dan
 
Would it be a good idea to simply use the default attribute base?

For example, using a combat style you are unfamiliar with, you'd roll against Str + Dex. Or is this too much a penalty?
 
Grimolde said:
Would it be a good idea to simply use the default attribute base?
For example, using a combat style you are unfamiliar with, you'd roll against Str + Dex. Or is this too much a penalty?
Combat styles are common skills, so everyone has "sword and shield" at STR+DEX anyway. Not everyone has Acrobatics.
 
daddystabz said:
When making a divine caster do you have to spend 10 free skill points to buy Lore (Theology) and the Pact skills?

Priests have the Pact skill (and Lore Theology) skill opened as part of their profession.

If it is simply a divine user, yes, 10 to open and only 20 points more can be spent.

Now, Barbarians, Civilized and Nomad cultures have a "Lore" skill offered as part of their Cultural Background package. The Edric example uses this "Free" "Lore" skill as an opportunity to open his "Lore (Specific Theology)" skill. I would rule this can be done by players to economize free points.

Also keep in mind this same methodology could be used to gain an extra 10 points in a Priest's Lore skill before adding free points.

If he choses to spend his points differently, that is obviously, his choice.
 
When you get to your profession part of character creation and it says something like "pick any 2 combat styles appropriate to your culture and gain +10% to each," do these have to be brand new combat styles that you didn't choose already during the culture step or can you add these 2 bonuses to combat styles you already learned in culture?

Thanks in advance!
 
daddystabz said:
When you get to your profession part of character creation and it says something like "pick any 2 combat styles appropriate to your culture and gain +10% to each," do these have to be brand new combat styles that you didn't choose already during the culture step or can you add these 2 bonuses to combat styles you already learned in culture?

Thanks in advance!

You can add them to the styles you've already chosen if you wish.

- Dan
 
Sweet. I only wish now that the Barbarian culture could choose 2H Sword as one of its combat styles. That is what I wanted the character to have but I had to go with 2H Axe instead since 2H Sword is not an option.
 
daddystabz said:
Sweet. I only wish now that the Barbarian culture could choose 2H Sword as one of its combat styles. That is what I wanted the character to have but I had to go with 2H Axe instead since 2H Sword is not an option.

And your GM is not open to such a small change?

- Dan
 
Good news! I fired off an e-mail to the GM and he said he would have no problem with a small change like this and that he thinks things like that add flavor.
 
daddystabz said:
Good news! I fired off an e-mail to the GM and he said he would have no problem with a small change like this and that he thinks things like that add flavor.

Off course, what would He-Man do without his sword?

By the power of greyskull!
 
Mixster said:
Off course, what would He-Man do without his sword?

Use his axe?

24462-large.jpg
 
daddystabz said:
Good news! I fired off an e-mail to the GM and he said he would have no problem with a small change like this and that he thinks things like that add flavor.
There's a paragraph in the combat section which goes out of its way to tell you that your expected to create your own weapon styles to fit with your culture.
 
Everyone does seem to automatically get all the common skills for combat styles and then I guess if I read character creation correctly that you simply add your bonuses from culture and profession to whatever combat styles you want to be best in.

PhilHibbs said:
Grimolde said:
Would it be a good idea to simply use the default attribute base?
For example, using a combat style you are unfamiliar with, you'd roll against Str + Dex. Or is this too much a penalty?
Combat styles are common skills, so everyone has "sword and shield" at STR+DEX anyway. Not everyone has Acrobatics.
 
Personally, and mainly because I'm using MRQ2 to fuel my Harnworld setting, combat styles are Advanced skills.

You also have 250 freebie points to do pretty much what you like concerning skills
 
Ok, heres the annoying new guy again. I was hoping to jump in here with the first of many inane questions.

1. In running combats, do you normally have each player spend all their CA's before going on to the next player in a typical combat round? I mean, say an enemy soldier with 3 CA's is fighting two players, and has the highest Strike Rank. So the enemy soldier attacks player 1 with a CA, and player 1 spends 1 of his CA's to parry. Player 2, though, has a higher SR than player 1, so do you make player 1 wait on spending more CA's since technically it's player 2's turn? My mind is about to explode just thinking of four soldiers against a party of three adventurer's and so on. Baby steps I guess, eh?

2. Maybe the simplicity of combat styles is causing me issues, but the way I read it, someone can take Sword and Shield, and be just as competent at using the sword even without their shield. Why would I ever take, say, 1H sword as a style then, unless it's a rapier or some such. Even then, I would take Sword and dagger to get a free skill so to speak. If that is correct, I would think fleshing out a style more would make more sense. For example, if you have the 1Hand Sword style, you get a 10% bonus on parrying with it, because you have trained to defend yourself without the need of a shield. I don't know, it just seems dodgy.

Any and all help welcome! Thanks guys.
 
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