Dr. Halflight
Mongoose
For Combat Skills above 100%, will the Opposed Skill subtraction rule be used?
A similar thing. Some of the manoeuvres are limited to rolling a critical success. Gaining several levels of success over your opponent allows you to select an equal number of manoeuvres, which can be devastating in the right combination and/or situation.SnowDog said:What really caught my attention were the maneuvers. I just loved combat maneuvers in Fading Suns, although the implementation seemed a bit silly. Now, how does the maneuvers work in RQII? Does the MoS (margin of success) or similar thing indicate the range of possible maneuvers in a way that lower MoS allows only slight tricks while a great success allows for a flashier and/or more effective maneuver? Or am I totally at the wrong tracks here?
Pete Nash said:A similar thing. Some of the manoeuvres are limited to rolling a critical success. Gaining several levels of success over your opponent allows you to select an equal number of manoeuvres, which can be devastating in the right combination and/or situation.
andakitty said:Oh yes, please list the number of complexities added to a once simple playable system so I can get this off my mind...
I was wondering if you could reveal if there will be additional levels of success beyond Critical Succes, Success, Failure, & Critical Failure?
Oh yes, please list the number of complexities added to a once simple playable system so I can get this off my mind...
andakitty said:Oh yes, please list the number of complexities added to a once simple playable system so I can get this off my mind...
Yes there are.tarkhan bey said:All sounds good, but, will there be rules for mounted combat?
Loz said:Is crit/success/fail/fumble a 'complexity'? The original editions of RQ just had these levels of success; 'special' got added into the AH edition and Elric! - so, I don't see how RQII is creating additional complexity - unless I've completely misunderstood your statement, that is.
duncan_disorderly said:Loz said:Is crit/success/fail/fumble a 'complexity'? The original editions of RQ just had these levels of success; 'special' got added into the AH edition and Elric! - so, I don't see how RQII is creating additional complexity - unless I've completely misunderstood your statement, that is.
There were "specials" - Impale, Slash & Crush in my (original) RQ2 (the GW edition of the Chaosium rules)...
andakitty said:As there were in my hardback red cover REAL RQ2.
Just gives you confidence, doesn't it?