Redstone said:
I have a question about the philosophy behind combat maneuvers. If I achieve a success on an attack roll, and the defender fails on his parry, why wouldnt you have that be just a damage roll, and only 'earn' a maneuver if you beat the defender by two levels? As written, you either miss, or you always get atleast one combat maneuver. RQ combat is pretty deadly already, and this makes it more so.
The design philosophy behind the high incidence of combat manoeuvres? There are a number of reasons.
Firstly, the statistical probability of only receiving a CM when you gain two or more levels difference, is dramatically smaller. It reduces to between 2.5% - 6%, which is a huge step. Too infrequent to be useful.
Secondly the objective was for fights to be intense, exciting and perhaps most important,
short. Years of playing RQ, especially at high skill levels, had shown the tedium of fights which lasted dozens of rounds, before a conclusion. Not only is that somewhat unrealistic (Hollywood epics aside), but it eats up a lot of (precious) game time.
Thirdly I was trying to model real/historical fights between professionals. A warrior should render his foe harmless as quickly and efficiently as possible, by using ostensibly simple attacks or parries as the lead into performing incapacitating manoeuvres. Combats with experienced fighters are a constant series of attempted disarms, trips, changing engagement distance, pinning and so on.
Fourthly some CM's, such as trip or disarm, should be able to be applied without necessarily having to damage the opponent in the process.
Deadliness in RQ2 is dependent on how you GM. In real life an opponent who is incapacitated (whether by tactical situation or injury) will normally flee, surrender or offer a bargain to prevent the next step. Most victors normally accept this and don't butcher a helpless opponent, unless driven by very strong cultural or personal feelings. Defeated foes usually have greater value as negotiation leverage, sources of information, proof of innocence, scapegoats, or sources of ransom, slaves or sacrifices. Psychological effects aside, unnecessary killing tends to end up with social censure or trouble with the law.
Something I am constantly stressing, is that winning a fight in RQ2 does not equate to having to butcher or be butchered by the enemy. These new combat rules allow defeat without death; and a quick, brutal, realistic, and dare I hope fun, defeat at that. :wink:
(Edit - Oh, thanks Loz. You picked me at the post again!
)