As a newcomer to d100, I have went through Chaosium's variations but really liked what I read in RQII. Usually my adult gaming group plays Gurps in every genre, some Battletech or D20 on occasion. No one there seems too interested in trying something new, so my family and I went camping for vacation, and I threw a game down for my kids. I really dig this system.
My only problem was learning how to juggle CAs between the players and the monsters. I kept track on paper, but being new, I was also unsure of when CA's could be used. For example, when a player attacked, I was unsure at first whether we had to cycle through everyone first and get to the monsters turn for it to use a CA to parry or evade. Of course, I thought that would be sort of silly, and let the monsters react instantly with a parry, burning a CA before their turn came around.......then I reread the combat section and saw this was the right thing to do anyway!
So all in all, it was a learning experience. I found that hit point location is really cool, but for multiple bad guys was really tough to keep track of. I am thinking of doing some npc/monster index cards with a CA track and hit point location boxes to keep better track of them during the fight. I tend to get confused with my scribbles on notebook paper!
I also found that making a Brawn check to pull a weapon free was brutal to the characters; with low Brawn it is next to impossible to pull that sucker free. I am thinking of letting various weapons have bonuses to Brawn checks. For example, a two handed sword would be as is, but a longsword with a blood groove might give a +10 and a short sword +15, and a dagger +20% to retrieve. Special weapons designed to impale may offer even greater bonuses, like a fencing rapier may give a +25 to pull back out. On the other hand, barbed weapons and arrows may give a penalty to pull out, and do extra damage (maybe a Bleed CM).
I saw the optional rule of using generalized hit points for most baddies, saving hit locations for "bosses" and such, but if you do that, don't you lose the ability to do some of the CM's? Choose Location comes to mind.
Anyway, I am really liking the tactical side of this game, and the overall feel is really, really cool. I am looking forward to the change over to Legend. I like digest sized books, but I wish they would do a limited edition leatherette gold foil book or three, as the RQII series looks incredible to me.
My only problem was learning how to juggle CAs between the players and the monsters. I kept track on paper, but being new, I was also unsure of when CA's could be used. For example, when a player attacked, I was unsure at first whether we had to cycle through everyone first and get to the monsters turn for it to use a CA to parry or evade. Of course, I thought that would be sort of silly, and let the monsters react instantly with a parry, burning a CA before their turn came around.......then I reread the combat section and saw this was the right thing to do anyway!
So all in all, it was a learning experience. I found that hit point location is really cool, but for multiple bad guys was really tough to keep track of. I am thinking of doing some npc/monster index cards with a CA track and hit point location boxes to keep better track of them during the fight. I tend to get confused with my scribbles on notebook paper!
I also found that making a Brawn check to pull a weapon free was brutal to the characters; with low Brawn it is next to impossible to pull that sucker free. I am thinking of letting various weapons have bonuses to Brawn checks. For example, a two handed sword would be as is, but a longsword with a blood groove might give a +10 and a short sword +15, and a dagger +20% to retrieve. Special weapons designed to impale may offer even greater bonuses, like a fencing rapier may give a +25 to pull back out. On the other hand, barbed weapons and arrows may give a penalty to pull out, and do extra damage (maybe a Bleed CM).
I saw the optional rule of using generalized hit points for most baddies, saving hit locations for "bosses" and such, but if you do that, don't you lose the ability to do some of the CM's? Choose Location comes to mind.
Anyway, I am really liking the tactical side of this game, and the overall feel is really, really cool. I am looking forward to the change over to Legend. I like digest sized books, but I wish they would do a limited edition leatherette gold foil book or three, as the RQII series looks incredible to me.