Deleriad said:
Rurik said:
...babble babble babble...
Fairly major quoting to say I agree. I actually think the odds are rather intuitive in that 100% should deal with 50% very quickly. I also think that the extra granularity that "partial success" (make your skill but lose the contest) is really handy for RQ. As you say, it's a system that has stood the test of time in Pendragon and I've been using opposed skills for a long time using an almost identical system to MRQ in BRP systems (notably CoC and RQ3 where I threw out the resistance table and used opposed skills for sorcery) with no major hang-ups.
I also don't think it adds in too much complexity. E.g.
OldRQ had: critical, special, success, fail, fumble
MRQ would have: critical, success, partial success, fail, fumble
All seems good to me.
I was actually kind of conflicted in the above quote and trying to present both sides. I'll try to post some real numbers, but the odds using opposed rolls can seem a bit scary when looking at actual numbers. But as I've said, they are really no different than Pendragon (except that has 5% chance of a tie in most all cases).
I have however figured a clearer way of presenting results of the defense. Assuming an attack does either normal or critical damage, we don't really need to list it, just the defenses, as such:
Parry (Criticals against any result may riposte)
Parry vs. Success: 2xAP Blocked.
Partial Parry vs. Success: AP Blocked.
Critical Parry vs. Success: No Damage.
Critical Parry vs. Critical: 2xAP Blocked.
Dodge (criticals result in Attacker Overextends unless otherwise noted)
Dodge vs. Success: No Damage.
Partial Dodge. vs. Success: Minimum Damage.
Critical Parry vs. Success: No Damage.
Critical Parry vs. Critical: No Damage, attacker Not overextended.
I think that is the clearest presentation of results without a matrix.
It also raises the option (assuming you require declaring defense before attack is rolled) of the following results:
Parry vs. Failure: May Riposte
Dodge vs. Failure: May Move Away (or riposte or something good).
If you have to use a reaction against a failed attack you should get some bonus for succeeding your roll. A riposte is an interesting choice as you already used one reaction, but would need another for the riposte - which could leave you open to an unopposed attack later.
I honestly have been thinking of replacing the overextended results in dodging with ripostes anyway (yeah, yeah, I know it is a parrying term, but basically allowing the dodger to opt for an attack using a reaction by creating an opening with his fancy footwork). It seems a bit 'off' to me that the defenders roll causes the attacker to stumble or whatnot - it seems a bit more natural that if I roll bad I do something bad, if I roll good I do something good. You rolling good causing me to do something bad (as opposed to you do something good - like maneuver for a free swing) seems a bit odd.