I was planning on having to work on my settings that was going to use the system, not having to rewrite the rules. Though rewrite will probably not be much. Just find a way to solve the over 100%+ issues that has been raised in this thread. And a way to remove an additional roll for each attack...
I think the issues identified so far are quite easily fixed, in fact. And without getting too "house-rulesy" about it. You could do the following without causing too much pain, and, I imagine, without breaking the MRQ system:
1.) 100%+ Halving Rule Solution 1.
Ignore it. If you have a 120% skill, you have a 12% critical chance, a 96-00 failure chance, a 00 fumble chance. This applies on all rolls, opposed or not (but see #3) below. This is a minimal impact fix, as far as I can see, and would probably work well in a campaign where you have very little 100%+ activity, with most play being under 100% skills. Let me know if you see any probs with it!
2.) 100%+ Halving Rule Solution 2.
Ignore it, and replace with the "HeroQuest" mastery solution. This means that blocks of 100% cancel one another out - a 220% attacker vs. a 160% defender is played as 120% vs 60%. Any remaining blocks of 100 are used to "bump up" the success of the roll; in that latter case, the 120% is treated as 20%, but all results are "bumped up" one notch, so a fumble becomes a fail, a fail a success, a success a critical. On a critical, you bump your opponent down one level. I'm summarising, but that's more or less the mechanic. This would probably work well in a campaign where you have a lot of 100%+ activity.
3.) Opposed Defense Rolls.
Ignore the second roll - the initial unopposed attack roll becomes the first roll in an opposed contest if the defender elects to defend. Treat the success level of the first attack roll as the one the defender has to compete against. One die roll less - and I can't see that you've lost much, if anything at all.
4.) Critical Hits
Make them ignore armour. This way, a critical hit to an opponent's head with a "war sword" has at least the chance of knocking him unconscious.
5.) Skybolt
Jury's out on this one. If I ever play MRQ, I won't be using this spell, at least until I've seen how the rest of the game plays out, at length.
That just leaves you with the bits of MRQ which I see as being genuinely new - the Combat Actions, variable Strike Rank, and Rune Magic rules. I'm happy & willing to give all of these new rules a whirl & see how they play out!
Cheers,
Sarah