kintire said:The melee round is divided into 12 seconds, enough time to make a tactical decision, carry it out and see the results.
I admit, I always had trouble with this. One attack and one parry every twelve seconds? It felt like 300 style slo mo....
The 12 Second round was always described as a series of attacks and parries and feints and whatnot. What you were rolling for was whether any of these actually connected - or "the one that counts". Though it felt like you were rolling for each swing and parry at the table it was an abstraction of a series of maneuvers.
kintire said:In addition, you had essentially one strike and one parry per round (if you had a weapon that you had not used previously during the round…or a shield. However, you could exchange your strike for another parry if you wished, or make two attacks and not parry at all
Again, this always felt very ponderous..
See above. Also, potentially 5 attacks and 5 reactions in one 5 second round seems a bit the opposite extreme.
kintire said:If you have a higher DEX, you can cast more spells in a round. This doesn’t make a lot of sense to me.
Comabt actions are the new rounds. Its just that slow people miss a round now and then. Its not that different really... although I do miss the weapon length corrections I must say..
I have no disagreements here. And in the old SR system faster caster might get a spell off in the same round while a slower caster had to wait to the next round.
kintire said:You have to mentally monitor or track SRs every ‘second’ of combat. In RQ3 you only monitored them once per round. You could, if you wished prepare a list or a deck of index cards and go through them in order every round. If you wished to do this in MRQ you would have to change the list every second of combat.
I'm not sure what the problem is here. RQ3 initiative also regularly changed as weapon SR modifiers came and went, depending on whether you were spellcasting or not. All that happens now is that the GM counts down instead of up. And deos it really matter that a round is shorter in game time?.
Again I'm pretty much in agreement. Normally melee SR's were fixed unless you changed weapons mid combat, but spell strike ranks and movement fluctuated wildly. Though there was no actual rolling of initiative each round, which takes time.
kintire said:That is equal to ‘six’ actions in the RQ3 during a round. Each one of those actions takes up time to resolve.
No its not. Its equal to three RQ3 rounds..
OK. Something is wrong, I'm now more in agreement with Kintire than not on combat mechanics. I hope things change soon... :wink:
kintire said:MRQ dodging also does not seem designed with the player in mind. If you are successful at dodging in RQ3, you simply do not get hit. However, you may only dodge one chosen opponent per round. If you are successful at dodging and the attacker is successful as well in MRQ, you take damage. I understand the logic behind this, but the game should be fun. Opponents already have an advantage in that they start out fresh with full hit points where the player characters do not. RQ3 game designers seemed to recognize this and they favored the defender (which is often times what the player characters become…defenders). MRQ doesn’t seem to account for this in the rules, other than the fact that sometimes it is extremely difficult to kill things...but this seems to favor large monsters more than it does the player characters.
Now here I am right with you. Add parrying as well....
Well, in the original system in the core rules and that got printed in Hawkmoon as well there was the second roll used with the table, so a parry is just as likely to block 2xAP as 1xAP if the skills involved are the same, and a dodge is just as likely to avoid all damage as to take minimum damage. And if the defenders skill is higher than the attackers he is much more likely to get the more favorable result (2xAP or no damage). This is still my favorite 'official' way of running combat over either of the updates. In the first update weapon parries and dodges suck the big one.
kintire said:When you parry and dodge in MRQ you must roll on a table. MRQ is designed to give players as many defense actions as attack actions, so rolling on the tables is going to take up some time even if you have the tables memorized. If you have the tables memorized you still have to take the time to make the rolls. In the end you cannot do much more with MRQ combat than with RQ3 combat, but RQ3 combat takes less time and runs more smoothly, and reflects the logic of realistic combat tactics better than MRQ, IMO.
MRQ combat feels much better to me than RQ3. When learning fencing, I learn't how to fence. It ALWAYS felt deeply strange to me that parry was a seperate skill. You just don't learn to fight that way. Also, parrying is part of attacking, not a replacement for it. Fencing actually forces you, through the rules, to make a more distinct parry than is efficient, and even then the parry/riposte motion is a fluid, single motion (or should be!). The whole concept of being unable to parry if you have attacked, or vice versa, just felt bizarre to me. On the other hand, I did prefer RQ3 dodges and parries. the latter did have the silly APs thing, but at least you got a reasonable number of them..
In fencing though you attack and parry with the same foil, in weapon and shield I can see having a high parry and low attack with the shield, and a higher attack and lower parry with your primary weapon (though in reality you would use your weapon to parry attacks coming at your weapon side - though RQ has never been detailed enough to model this aspect).
kintire said:Spellcasting in MRQ seems to be much more like in D&D, which is okay…but it is not an improvement over RQ3, IMO.
RQ3 spellcasting... ahhh yes. I agree, I did like the spell times, but the rest of the magic system was a mess. Sorcery simply didn't function as written. You just couldn't have both enough spells to do anything useful, and enough Free Int to function.
Divine magic was useful if you were rune level, but for initiates it verged on madness. You spent points of POW... POW, the game's most useful and important stat, bar none, to gain slightly shiny spells that you could use once ever. I mean, did anyone actually do that? ever? Actually, there were just a few that were useful... Guided Teleport for example. Well worth it, for those moments where Still Being Here=Death. But 99% of the spells were just not worth it. Essentially, you ended up being a cut price spiritist with a reduced list. And if that list didn't include Protection and Heal... well you sucked.
And then there was spirit magic, which rocked. It had variety, flexibility save or die spells available to starting characters, and you got to become a shaman, which was just the best. Spirits at your disposal! Volleys of five or six Befuddles! the good old Spirit and physical attack at the same time tactic! you ruled the world.
Except you didn't. Your cultures were the primitive and weak ones. Odd, I always felt.
MRQ magic is much better. Sorcery works, Divine magic is worth taking, and spirit magic...
Okay, MRQ magic is MOSTLY much better!
MRQ Sorcery Rocks all over over RQ3.
Sacrificing POW in RQ2/3 is no big deal - you get it back so much easier than in MRQ. And to rise above initiate you need to have sacrificed a certain amount of POW to your god, and those one use spells counted towards that, so yes it did get used.
MRQ Divine has some problems. First off an Initiate is just as good at learning Divine Magic as a Priest or Runelord - they both are only limited by their POW. And dedicated POW sucks - at least for high magic like Glorantha, perhaps more workable in low magic settings.
I really think MRQ Spirit Magic has the potential to be better than RQ3 spirit magic in flavor and functionality, if it had functional, comprehensible rules.