[LONG POSTING, you have been warned]
HyrumOWC said:
I'm probably going to get death threats for this but... D&D did manage to get some things right.
That I can agree upon. The d20+value vs DC is a simple yet brilliant mechanic, which allows players to roll all their rolls, but still they have only an incling about if their character suceeded or not.
As a GM I love that. Saves me a lot of rolling dice.
HyrumOWC said:
Having designed products for d20 since before 3rd Edition was out, I can categorically say that MRQ feels nothing like D&D. What they have done is taken some of the "advances" in RPG design over the past 15 years and incorporated them, which IMHO isn't a bad thing.
After seeing the final product (.pdf form, book should arrive next week), I have to agree with you. They have botched some things (halving), but the rest seems pretty solid. So far I have barely had to read any of the rules throughly, because I have just glanced at the mechanics and I know how it works. It is intuative and simple. No BRP Clone/Derivative has managed to be so simple before. That is a good thing in my book.
HyrumOWC said:
I DESPISED RQ2/3 strike ranks. Hated, hated, hated it. The new system is worlds better, in my opinion.
I have to agree upon that. But that is just because it is exactly like the old DoD'91 (Drakar och Demoner 91 a swedish BRP+D&D style setting) works. It works very well, and smooth. It also guarantees that it is not always the most agile person that acts first.
HyrumOWC said:
Legendary Abilities are cool. They give characters something to shoot for, and they make 150% Warsword Rune Lord different, from a mechanical perspective. Again, something good IMHO.
They work pretty much on a slightly upsouped scale as the Heroic Ablities (Hjälteförmågor) from the swedish Drakar och Demoner. You even have Hero Points that work the same way
HyrumOWC said:
Free attacks make you think about where you move in combat, which in turn makes it more tactical without being incredibly slow. I like the idea, but then I like AoO in d20 and have never found them to be confusing or slow.
I have always only used AoO for things that are obvious. Like turning your back to an enemy and run, casting a spell in front of a sword weilding maniac, etc.
Not cared much about AoO that is the result of moving through grids etc.
But for what I have used them, they worked without problem. I think they only become problematic when you start using Miniatures and grids, because that adds a whole other dimension of things to keep track of.
Not that Minis are bad, they are excellent for knowing relative position (albeit this is urealistic) of combatants.
HyrumOWC said:
And how in the world does the system let you take "unreasonable amounts of damage with no effect"? Sure there aren't total hitpoint, but there doesn't need to be. Play out a combat or two and you'll notice that people will be dropping left and right due to failed Resilience rolls.
Hyrum.
Not unreasonable amounts of damage (not like D&D), more like it will be very hard to drop someone quick with a dagger to the chest. 1. Because dagger does little damage. 2. Because hit locations are random.
Had you used Total Hit points, a few dagger thrusts would drop you eventually, even if you did not hit the same hit location. Damage is accumulative.
Without Total Hit points, you are going to be able to take many more dagger hits, because in general it will not deal enough damage in one location to drop you on the first hit. So you end up having to stab someone until you are lucky to hit a hit location a second or third time.
This is not "taking unreasonable amounts of damage", but it is being able to take more damage than in previous RQ/BRP/BRP Derivatives.
It was one of the modifications I did when I GMed Drakar och Demoner (already twice mentioned swedish RPG), which system is RQ with skills % replaced by a 1-20 scale rolled against with a d20. Scale of damage are same, scale of hitpoints / hit location are same, same hit locations, same characteristics, same Characteristic rolls, same initiative rolls, etc.
I am glad to see that MRQ has solved one of the greatest breakers; Plate armor at 8 AP. 6 AP are more reasonable, since you will not need a great axe/great sword just to inflict a few points of damage.
At 8 AP very few characters wielding a longsword (1d8 damage) would be able to even scare you with their damage rolls.