Just gives you confidence, doesn't it?
What does that mean? Because someone forgot a reference to one of the optional combat rules from a book printed nearly 30 years ago?
kintire said:What does that mean? Because someone forgot a reference to one of the optional combat rules from a book printed nearly 30 years ago?
Printed? PRINTED? In them days we were lucky to have it in pen and paper.
Brown paper.
With no pen.
Or paper.
In a dirty, cracked folder.
In fact, we never used to have a folder, we had to read them off a rolled up newspaper.
But you know, we were happy in them days, though the rules were poor. In fact, BECAUSE they were poor. My old GM used to say "Good rules don't get you happiness". And he was right. I was happier in those old RQ2 days, though we had nothin.
But you try and tell the young people that these days, and they won't believe ya.
andakitty said:Yep, hook-line-sinker. Again. Goody for you! :roll:
andakitty said:AND THERE WAS GREAT REJOICING IN THE STREETS AS THE BENIGHTED MULTITUDE GAVE THANKS TO THE MIGHTY GOD MONGOOSE MATT AND ALL HIS ANGELS...:lol: :wink:
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it does seem a bit unwieldy to me to subtract the difference between an over 100% total from one combatants skill from both attacker and defender. I have a percentile game which involves this mechanic and it does slow the flow down.
Splitting the attacks and/or increasing the critical range make more sense to me.
Other problems I have with it so far are the 'blackjack' rolls for opposing skills and keeping the persistence and resilience rolls. However, there is a lot I like about it too. The things sited above,IMO, do add to the complexity of running the game when I want to keep things moving along at a nice clip. And there may be more little mechanical quirks like that. It still doesn't keep me from wanting the book. Hope the artwork is a little better and the spine doesn't break this time.
I know I can ignore rules that don't work for me, but I don't really want another game that requires a lot of houseruling. I am not convinced that this iteration of the rules has gone far enough in correcting the original MRQs problems. So I will at least try to resist grabbing it the first time I see it, and wait for reviews and discussions.
andakitty said:Rurik, nice to see you are still a double crossing, lying louse. :shock:
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Pete Nash said: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.
By default there is a full list to choose from, evenly split between offensive and defensive manoeuvres. Although some are limited to specific weapons.Banesfinger said:Will PCs have a full-list* of manoeuvres they choose from (based on level of success), or do they have a limited amount of manoeuvres (perhaps purchased using experience)?
Most of the playtests showed it usually takes a couple of sessions for players to get used to the manoeuvres, after which it becomes second nature and fast.During play-test, did an extensive list of manoeuvres cause delays in combat while players meticulously browsed their choices, looking to min/max their best combo?
There is a comprehensive range of different options which cover most things that happen in combat.Are manoeuvres limited to battlefield movement, (flanking, knock-down, etc) or will they provide extra attacks/damage?
Manoeuvre effects are generally melee or missile orientated, but some can also be used in spell casting situations where a spell must be physically evaded. As part of RQII's pliability, Manoeuvres are open to imaginative use by clever players.Are manoeuvres melee only, or will they work for archers or even spell-casters?
Mongoose Pete said:By default there is a full list to choose from...