Nickbergquist
Mongoose
Okay, my first game night with RQ2 went fairly well, but I ran in to a few obstacles that left me thinking of some house rules.
In the last edition of the game, one thing which tended to bog down combat was the rotation in the round by strike rank and CAs, counting down until we were at the bottom of the round and no more actions were forthcoming. I had more or less forgotten the issues I had with this, until Wednesday night, especially with some RQ newbies in the group, who found the process confusing. It also led to situations where slower characters were left inactive for longer periods of play while faster characters got a bit more glory. That might not be a bad thing in principle, but I definitely prefer something where everyone feels equally engaged.
My first thought was to do away with CAs somehow, but that seems unfeasible. Instead, I decided to do the following:
First House Rule, Combat Actions in One Shot:
To simplify rounds, combat actions will be declared all at once, in
order of strike rank. So if Mark the player is SR 18 first, he will spend his CAs at that time. This can include, "I use one CA to attack, and keep one for parrying later if needed. I use the third one to move after I attack." So you can reserve a CA at that time for parrying, another for evasion, and so forth. This basically treats CAs like a pool of points you spend on your turn. It means, theoretically, that a character with 3 CAs could decide to throw all three in to a vicious triple attack, but at the risk of having no opportunity for defense on subsequent rounds. I think this should be fine; he's basically getting three furious swings against an opponent who can still react (if he himself didnt already burn his CAs) with three parries if he wants, or an evasion. If two more foes move up and then attack...well, it's the risk he took using it all up without any planned defense.
My second problem involved the way manuevers actually work. I didn't think this would be an issue....I actually thought the maneuver system looked awesome on paper, until actual play. Having PCs decide on a maneuver after their attack proved to be somewhat disconcerting, and at odds with what struck me as more common-sense: usually one would try to make an attack for a specific effect, not the other way around (make an attack, then pick an effect) Reactive maneuvers make a lot more sense from a defensive perspective than an offensive perspective.
Because of this, I'm going to rule that the player pick a desired maneuver when initiating an attack. If he doesn't pick one and still gets one as a result of the way combat plays out (or even two) then he defaults to choosing location or one of the available maneuvers for his specific weapon (such as impaling with a spear). This will reflect that the attack really should have a bit of foresight in his intentions when attack. However, if he qualifies for the second maneuver then he can pick whatever he wants...it's a bonus, unintended effect as a result of a overpowering success. Defensive maneuvers will continue to work as-is, since by definition all defensive maneuvers are likely to be opportunistic and lucky results of getting an unexpected edge over your opponent.
I also had some issues with the bypass armor maneuver being for crits only. I liked the way it worked in MRQ and because armor is not something fighters normall would just hack through, it makes sense to me that this maneuver should be more common than a 1%-10% chance in battle. As such, I will implement the following:
New Bypass Armor Rule:
we'll keep combat maneuvers as-is, but you can still try to get certain
maneuvers that are otherwise difficult by declaring them before-hand.
Specifically, you can aim for the weak spot in a foe's armor with a -40%
penalty to your own skill; if you would have hit normally without the
penalty, you still hit, but you failed to get the weak spot. If you
would have succeeded by 40 more than you needed, then you nail the sweet spot between armor plates/joints/whatever. That said, bypassing armor also remains an option so long as you crit your attack.
In the last edition of the game, one thing which tended to bog down combat was the rotation in the round by strike rank and CAs, counting down until we were at the bottom of the round and no more actions were forthcoming. I had more or less forgotten the issues I had with this, until Wednesday night, especially with some RQ newbies in the group, who found the process confusing. It also led to situations where slower characters were left inactive for longer periods of play while faster characters got a bit more glory. That might not be a bad thing in principle, but I definitely prefer something where everyone feels equally engaged.
My first thought was to do away with CAs somehow, but that seems unfeasible. Instead, I decided to do the following:
First House Rule, Combat Actions in One Shot:
To simplify rounds, combat actions will be declared all at once, in
order of strike rank. So if Mark the player is SR 18 first, he will spend his CAs at that time. This can include, "I use one CA to attack, and keep one for parrying later if needed. I use the third one to move after I attack." So you can reserve a CA at that time for parrying, another for evasion, and so forth. This basically treats CAs like a pool of points you spend on your turn. It means, theoretically, that a character with 3 CAs could decide to throw all three in to a vicious triple attack, but at the risk of having no opportunity for defense on subsequent rounds. I think this should be fine; he's basically getting three furious swings against an opponent who can still react (if he himself didnt already burn his CAs) with three parries if he wants, or an evasion. If two more foes move up and then attack...well, it's the risk he took using it all up without any planned defense.
My second problem involved the way manuevers actually work. I didn't think this would be an issue....I actually thought the maneuver system looked awesome on paper, until actual play. Having PCs decide on a maneuver after their attack proved to be somewhat disconcerting, and at odds with what struck me as more common-sense: usually one would try to make an attack for a specific effect, not the other way around (make an attack, then pick an effect) Reactive maneuvers make a lot more sense from a defensive perspective than an offensive perspective.
Because of this, I'm going to rule that the player pick a desired maneuver when initiating an attack. If he doesn't pick one and still gets one as a result of the way combat plays out (or even two) then he defaults to choosing location or one of the available maneuvers for his specific weapon (such as impaling with a spear). This will reflect that the attack really should have a bit of foresight in his intentions when attack. However, if he qualifies for the second maneuver then he can pick whatever he wants...it's a bonus, unintended effect as a result of a overpowering success. Defensive maneuvers will continue to work as-is, since by definition all defensive maneuvers are likely to be opportunistic and lucky results of getting an unexpected edge over your opponent.
I also had some issues with the bypass armor maneuver being for crits only. I liked the way it worked in MRQ and because armor is not something fighters normall would just hack through, it makes sense to me that this maneuver should be more common than a 1%-10% chance in battle. As such, I will implement the following:
New Bypass Armor Rule:
we'll keep combat maneuvers as-is, but you can still try to get certain
maneuvers that are otherwise difficult by declaring them before-hand.
Specifically, you can aim for the weak spot in a foe's armor with a -40%
penalty to your own skill; if you would have hit normally without the
penalty, you still hit, but you failed to get the weak spot. If you
would have succeeded by 40 more than you needed, then you nail the sweet spot between armor plates/joints/whatever. That said, bypassing armor also remains an option so long as you crit your attack.