Questions about skills over 100% & Critical Hits

Allright about it. CAN"T WE JUST FORGET THAT TROLLKIN! Shhesh. Stuff happens.

You know I'd have probably survived under the new rules.
 
Itto said:
[I said that the subsiquent reaction contest (dodge/parry) would come under the Very High Skill Rule.
I've since changed my mind :shock:

So I now believe that I was wrong about the whole parry/dodge contest would be subject to the Very High Skill Rule.

So I clarified that attack skills where not halved, also that two attack rolles may be needed. Which is good.

But I kind of lead folks up the garden path for the parry/dodge contest. oops.

Sorry about that folks.

Whoa, hey. So this whole thread is based on a wrong assumption?

That changes things. Can we get some official clarification on this? (especially considering there is a msprange on the forum right now?)
 
Rurik said:
Allright about it. CAN"T WE JUST FORGET THAT TROLLKIN! Shhesh. Stuff happens.

You know I'd have probably survived under the new rules.

Perhaps the best example of "stuff" hapening in RQ was in anold adventure I ran. One of the PCs, under sentence of death, was tossed into the area with a sword against a werewolf. The player realized the hopelessness of his situation and was despairing when another PC shouted out from the stands, "STRANGLE IT!".

THe comdemmed man, having no other optionsdecided to give it a try, despite having no real skill. He rolled a critical. I rolled the wolf's dodge, fumbled, rolled a "00" on the fumbled chart, rerolled, got a "99" and by the time I was done rolling on the chart the wearwolf was critically hit, lost his next 3 attacks, distracted, down on the ground and upable to stand for the next 3 rounds, with a twisted ankle. I checked to see if a wewolf could asphixiate, and yes, it could, and he did.

The PC really WOWed the crowd, and was pardoned and freed. It not everyday that you see an unarmed warrior choke the freaking life out of a walking buzz saw.

THe group was in shoick or laughing for the rest of the night.
 
atgxtg said:
The PC really WOWed the crowd, and was pardoned and freed. It not everyday that you see an unarmed warrior choke the freaking life out of a walking buzz saw.

THe group was in shoick or laughing for the rest of the night.

I love those dind of stories...the ones that fifteen years later, you and your group are all sitting around the table still talking about. Its probably the biggest reason I love gaming.

Doc
 
Dr. Halflight said:
I love those dind of stories...the ones that fifteen years later, you and your group are all sitting around the table still talking about. Its probably the biggest reason I love gaming.

Doc

I Love gaming for the babes, personally.
 
Archer said:
So, after all this talk, attack and parry/dodge are not halved?

Well, the very high skills section certainly does say that they are halved (more precisely, if one or more contestants have skill >100%, then you keep halving all contestant skills until all are below 100%).

What seems to be unclear is exactly when this happens, and also whether that will cause strange breakpoint effects at 100% boundaries.

Whether they should be halved is another question...

cheers,

Mark
 
d(sqrt(-1)) said:
Archer said:
So, after all this talk, attack and parry/dodge are not halved?

Well, the very high skills section certainly does say that they are halved (more precisely, if one or more contestants have skill >100%, then you keep halving all contestant skills until all are below 100%).

What seems to be unclear is exactly when this happens, and also whether that will cause strange breakpoint effects at 100% boundaries.

Whether they should be halved is another question...

cheers,

Mark

None combat opposed skill do not have a nifty chart showing the verious effects. None combat opposed skill contests work thus.

If one side succeeds and the other doesn't, the one who succeed wins.
If both sides succeeds, the the one who got the hightest wins. (Pendragon stylie)
If both sides fail, the one who got the lowest wins.

So the Very High Skill Rule makes lots of sense using the above rules.

Parry/Dodge has a resalution tables (giving lots of fun effects) so works differently, and in my opinion may not be subject to the Very High Skill Rule.
 
Looks like I'm going to have to amend my Probability Calculator to also include stats for standard Opposed Tests out of combat.

Can I just clarify that if both characters roll the same number and it is either below both of their skills or above both of their skills then the test is tied? If not, how is this resolved?
 
Itto said:
None combat opposed skill do not have a nifty chart showing the verious effects. None combat opposed skill contests work thus.

If one side succeeds and the other doesn't, the one who succeed wins.
If both sides succeeds, the the one who got the hightest wins. (Pendragon stylie)
If both sides fail, the one who got the lowest wins.

So the Very High Skill Rule makes lots of sense using the above rules.

Parry/Dodge has a resalution tables (giving lots of fun effects) so works differently, and in my opinion may not be subject to the Very High Skill Rule.

So, just to be sure, this is my current understanding of how things work:

Non-combat:

- Both side's skills are checked, if one or more is > 100%, they are both continually halved until <=100%.
- Both sides roll % dice.
- if both succeed, highest roll wins.
- if both fail, lowest roll wins.
- if one succeeds, they win.

(there is a slight hole here - if 2 people both roll the same value what happens? But it won't come up very often).

Combat:

- Attacker rolls to hit using their full skill rating.
- Defender decides whether to use Reaction to defend. If not, resolve hit.
- If Defender does React, both roll using their full skill value (the High Value Skills Rule is not used), and compare on the matrix in the combat chapter. Resolve as per that table.

Does that seem right?

Mark
 
(there is a slight hole here - if 2 people both roll the same value what happens? But it won't come up very often).

Technically this isn't exactly true. This is only true if the number rolled is a fail for both characters or a success for both characters. If the number means that one succeeds and the other fails (i.e. A has 60%, B has 40% and they both roll 50) then this situation is already covered.

In my revised MRQPC, I've considered this 'hole' to be a tie.
 
If Defender does React, both roll using their full skill value (the High Value Skills Rule is not used), and compare on the matrix in the combat chapter. Resolve as per that table.

Where in the rules does it say you don't use the Very High Skills rule for opposed tests in combat? Can't see that anywhere...

It would be a bit counterintuitive to use them in one opposed contest and not in another...
 
sarahnewton said:
If Defender does React, both roll using their full skill value (the High Value Skills Rule is not used), and compare on the matrix in the combat chapter. Resolve as per that table.

Where in the rules does it say you don't use the Very High Skills rule for opposed tests in combat? Can't see that anywhere...

It would be a bit counterintuitive to use them in one opposed contest and not in another...

I don't know that it does say that you don't use them in combat explicitly. I was merely going by Itto's comments above, and the findings of the combat simulator, which looks as though it works much better if you don't use the very high skills rule on opposed rolls for combat.

I agree that it's a bit whacky if you use it for some things but not for others...

Mark
 
I would love to see a pool in a few days to see how many people find the "streamlined" rules more complicated. IMO rolling under your skill and gettting a critical if you roll 1/20th and a special if you rolled 1/5th is simpler, easier, and better.
 
I agree that it's a bit whacky if you use it for some things but not for others...

I don't think it would be so bad. It would be like the difference between Simple Contests and Extended Contests in Heroquest.
 
IMO rolling under your skill and gettting a critical if you roll 1/20th and a special if you rolled 1/5th is simpler, easier, and better.

This is my opinion too...though I have not seen or tried the rules yet so may be pleasantly suprised!
 
burdock said:
I agree that it's a bit whacky if you use it for some things but not for others...

I don't think it would be so bad. It would be like the difference between Simple Contests and Extended Contests in Heroquest.

You don't find Heroquest a bit wacky in and of itself?
 
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