RQ2 preview?

Most of it is still in the playtest arena from what I have heard.
 
Oh really?!

Then may I still humbly suggest that combat rolls are all thrown at the same time - Attack (%) + Hit Location (D20) + Damage (other polyhedrals), and that Strike Ranks are purely calculated without a dice randomizer?

Thanks.

:wink:
 
Thats just what I have heard, and could possibly be wrong, trust me it wouldnt be the first time, just ask my wife. :wink:
 
Considering it's December and the book is scheduled to come out in January, I'm pretty sure it's too late to make any changes in the book
 
TrippyHippy said:
Oh really?!

Then may I still humbly suggest that combat rolls are all thrown at the same time - Attack (%) + Hit Location (D20) + Damage (other polyhedrals), and that Strike Ranks are purely calculated without a dice randomizer?

Thanks.

:wink:

Why can't you do it even if that is not an official rule?
 
You can do it if you wish. Loz suggested that you can easily skip the parts you do not like, so you can have fixed Strike Ranks (which makes wearing armour somehow risky) and you can skip the manoeuvers and roll damage and location at once. But frankly, I would not advise this.
 
I just like the idea of 'pooling' all the different shaped dice together - like in a board game - throwing them all with one flick of the wrist, and then 'reading the bones' to work out the outcome.

Very fast, very easy, and I don't see why maneuvers can't be bought in the same way.

In the case of strike ranks, I'm all in favour of having the calculations all sorted out previously, written down on the sheet, and then simply have the the characters respond on their 'turn' in the round (with the number of actions being reduced by defensive reactions).
 
TrippyHippy said:
Very fast, very easy, and I don't see why maneuvers can't be bought in the same way.

If you read carefully what was uncovered so far, and confirmed by the debate that took place on the other forum, you will notice that some manoeuvers let you alter the result of one of the dice. You can apply the manouever after the die is rolled, but this changes play balance a lot. This is a can of worms I would not advise to open. YMMV.

I have been playing RuneQuest for more than twenty years now, and I have never seen a player roll even the location die together with the percentile dice. Reading the results one at a time increases the fun for all players I have played with. Your Fun May Vary.
 
I just like the idea of 'pooling' all the different shaped dice together - like in a board game - throwing them all with one flick of the wrist, and then 'reading the bones' to work out the outcome.

Do you really need a rule to tell you how to pick up dice and throw them?

Very fast, very easy, and I don't see why maneuvers can't be bought in the same way.

Combat manoeuvres are pretty easy to understand and are based on the effect of the rolled dice. They're consequence of success; not something to be bought and spent like Hero Points.

In the case of strike ranks, I'm all in favour of having the calculations all sorted out previously, written down on the sheet, and then simply have the the characters respond on their 'turn' in the round (with the number of actions being reduced by defensive reactions).

Here's your solution then. Simply don't roll a 1D10 and add it to the Strike Rank. Have everyone act in SR order with no randomiser. The way armour works now actually makes this much easier to do without having to worry about 'defensive reactions' (which have gone). However, it will make all combats much more predictable - which may or may not be a good thing.
 
RosenMcStern said:
I have been playing RuneQuest for more than twenty years now, and I have never seen a player roll even the location die together with the percentile dice. Reading the results one at a time increases the fun for all players I have played with. Your Fun May Vary.
Ha! You young 'uns don't know ye're born! :P

Like everything, whatever's your bag. I suspect a lot of it just stems from how one was initiated into the hobby and what one's group did at the time. While I have never got into the fistful of dice thing myself, I've come to know plenty of RQ (or whatever) players who have.
 
Vile said:
I suspect a lot of it just stems from how one was initiated into the hobby and what one's group did at the time. While I have never got into the fistful of dice thing myself, I've come to know plenty of RQ (or whatever) players who have.

Which is perfectly acceptable. But is the 5-10 seconds per roll that you gain by tossing all dice together worth all this debate? Modeling the game around the urge to throw all the dice in one huge roll (a la WFRP3) may be fun, but I don't see it as an advantage per se. I have not played WFRP3 yet, but I doubt its tactical options are as varied as MRQ2 - especially because the number of results you can get from the WFRP3 special dice is finite, while the homemade tactical options you can add to MRQ2 combat, as Pete cunningly suggested two or three threads below, are infinite.
 
TrippyHippy said:
I just like the idea of 'pooling' all the different shaped dice together - like in a board game - throwing them all with one flick of the wrist, and then 'reading the bones' to work out the outcome.
Well technically you could design RQ to work that way. The new Warhammer FRP does precisely that. Thing is, if you're going to have that kind of mechanic you should really design the rest of the system around it in which case you end up making your own system.
TrippyHippy said:
In the case of strike ranks, I'm all in favour of having the calculations all sorted out previously, written down on the sheet, and then simply have the the characters respond on their 'turn' in the round (with the number of actions being reduced by defensive reactions).

I used to have a fixed SR but my players prefer a random element. I think they're wrong but if everyone's having fun then that's not wrong. Actually my favourite mechanic is to have a person's SR be equal to the skill they're attempting divided by 10 (rounded up). If not using a skill - such as running or thinking - they use a stat instead. In reality it's too complex to use but I still like the idea of it.
 
One of my players used to gather up his 2D10, 1D20 and whatever damage dice and throw them at once. It was always a bit of a climb-down when he failed to score a hit and thus had his 1D20 and damage dice utterly redundant.

But that was a personal preference for him and as GM I never minded. I've also had players who prefer to roll one dice at a time because they think that can somehow make a real difference to the outcome. Again, it bothers me little.

But certainly its not something that needs codifying into the rules.
 
The combat rules were designed so that manoeuvres are selected prior to rolling for damage and hit location, since some of them can affect damage or hit location.

So rolling all your dice at once would give the player a degree of foresight, allowing them to choose the manoeuvre which best supports what they have already rolled - making the system more deadly... which is fine if the players are happy to have the same thing done back to them. :twisted:

Do whatever gives you the most enjoyment! The core rules should be stable enough for whatever tweaks you wish to apply.
 
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