RQII Combat Question

Yes. Although combat will not used opposed rolls for resolving attacks and parries, a combatant with a combat style of 120% would reduce his opponents by 20% and himself to 100%.
 
I continue the thread with another question, if you don't mind.

So far the new combat system looks very promising and I eagerly wait for to see it in action.

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?

Thanks!
 
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?
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.
 
That sounds great! In Fading Suns it worked differently. In that system you could buy (with experience) maneuvers based on skill rating. Personally I think this system is better, less restrictive and more realistic.
 
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.

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...

If your happy with any other editon of RQ/BRP, what's stopping you from continuing to play it? Why "worry" about what MRQ II shapes up to be?

BTW, Loz & Pete thanks for your time & answers. I've bought MRQ, Hawkmoon, & Elric from Mongoose. I'll be buying MRQ II.
 
I was wondering if you could reveal if there will be additional levels of success beyond Critical Succes, Success, Failure, & Critical Failure?

No, the levels of success remain just as they are.

Oh yes, please list the number of complexities added to a once simple playable system so I can get this off my mind...

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.
 
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)...
 
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)...

Slashes and crushes were included in the appendix as optional rules. "Specials" (rolling 1/5 of your skill) did not exist in RQ2 as a standard type of success. The only types of success in RQ2 were critical, normal, fail and fumble with impales as a special case.

CoC modified RQ2 and removed criticals to replace them with specials. RQ3 put in specials and criticals. Go back and read RQ2: nowhere is there a standard category called "special result;" the crit/spec/nor/fail/fumble continuum came in with ElfQuest I believe. (It may have been in Ringworld).
 
Yes - both you, Duncan and andakitty are right. My bad.

However, MRQII combat doesn't make things more complex. There are choices, but if these aren't to your liking they can be ignored without ruining overall enjoyment.

Your RQ Will Vary!
 
andakitty said:
As there were in my hardback red cover REAL RQ2.

Just gives you confidence, doesn't it?

Congratulations, you own RQ2. Unfortunately, its out of print by a matter of decades. Some of us want to support a line thats IN PRINT. I don't own RQ2 & it was published several years before I began roleplaying. And while I own RQ3, Elric!, Stormbringer, MRQ, & Elric for MRQ, I'm going to purchases MRQ II & am curious about it, not past products.
 
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