Rurik said:Well, another solution I have considered is not changing the rules at all and killing the characters before they raise any skills above 100.
atgxtg said:The halving rule does seem to be a major glitch, but yeah it won't matter until you have people with skills greater than 100% opposing each other, and in my exeprience that doesn't come up too often outside of combat. Maybe the halving rule can be ignored (as in cxombat) and just use the normal combat resoultion system.
The suggestion is similar to what I am already considering - I don't like the extra to hit roll in combat once someone decides you are worth defending against after all (and don't like it in d20, either to confirm criticals). The steps given are a bit hazy as to whether or not you re-roll (it just says "this attack may be opposed" and "this attack is unopposed") (to my reading, but then I've umpired wargames competitions :roll: ) and whilst the reroll is stated at the end of the reaction description it can be read to be the attackers roll (it is rerolled in the examples).Archer said:Halfbat: As someone who has read the rules, is there any way you can see the following modification to the rules breaking the system, and by that I mean make some aspect of it problematic. [... suggestion ...]
Halfbat said:.... The steps given are a bit hazy as to whether or not you re-roll (it just says "this attack may be opposed" and "this attack is unopposed") (to my reading, but then I've umpired wargames competitions :roll: ) and whilst the reroll is stated at the end of the reaction description it can be read to be the attackers roll (it is rerolled in the examples).
Halfbat said:At the Open Day the combat was played a bit differently (and apparently erroneously), in a manner I actually prefer in that when an attack is declared the defender states whether or not they wish to react - the trigger is the declaration of an attack, not "a successful attack". A bit more "realistic" (in fantasy!) and less munchkin-ny in my experience as you don't know what someone's like until they've attacked you a few times.
Halfbat said:With this approach, the attacker rolls his attack and the defender rolls his parry or dodge (as in previous RQ, interestingly) and results are compared. The tables end up as follows (excuse the jpgs).
In "simple" version A a failed attack just fails and the reaction is ignored:
![]()
In version B the defending reaction has more of an effect and the tables are quite close to the MRQ tables:
![]()
I hope this helps from this angle, anyway.
atgxtg said:So, in theory, a two roll attack isn't needed. THe attacker could roll once and use that result against the defender.
Would that mess anything up?
Archer said:This explanation have me a bit confused now.Halfbat said:.... The steps given are a bit hazy as to whether or not you re-roll
Exactly. Couldn't agree more. But this is not, apparently, how it is supposed to work.Archer said:You mean that they ran it like this: [..] PC1 declares he attacks PC2. PC2 Declare he parries. PC1 rolls his attack roll and compares with PC2 parry roll?
No roll to hit first, then a re-roll? why was that erranous? that would have been the best way to solve the whole matter. By declaring attack and defense first, either both roll and compare, or just the attacker rolls his attack roll unopposed. It would speed things up considerably.
And it would been a much better way of doing it instead of the attacker first rolling to hit, then having to reroll for an opposed roll.
Ditto.Archer said:Hmm. Version A would be nice, uncomplicated, few rolls. Just the way I want it. It leaves a bad taste in my mouth that I will have to modify combat rules.
Only if you don't run things as written and implied and alter the result tables.atgxtg said:So, in theory, a two roll attack isn't needed. The attacker could roll once and use that result against the defender.
It didn't in previous versions. And it doesn't in play.atgxtg said:Would that mess anything up?
Halfbat said:Only if you don't run things as written and implied and alter the result tables.atgxtg said:So, in theory, a two roll attack isn't needed. The attacker could roll once and use that result against the defender.
It didn't in previous versions. And it doesn't in play.atgxtg said:Would that mess anything up?
Rurik said:This is basically the way RQ2/3 did it. If doing this in MRQ I would double the AP of weapons. Note the highest AP value of a weapon is 4 (other than sheilds). In the MRQ way a 'block 2xAP result is going to happen a lot more than only on a crit. RQ 2/3 Weapons have much higher AP.
atgxtg said:Rurik said:This is basically the way RQ2/3 did it. If doing this in MRQ I would double the AP of weapons. Note the highest AP value of a weapon is 4 (other than sheilds). In the MRQ way a 'block 2xAP result is going to happen a lot more than only on a crit. RQ 2/3 Weapons have much higher AP.
I had a long running post with someone else about this, pointing out that in MRQ dodging is superior to parrying. Essentially 1xAP, or even 2xAP isn't as good as "defender take minimum damage, must give ground. Parry a greatsword and chances are your still going to take a serious blow (11pts-4 =7). If you have curibolli on (3 pts), you can dodge and get away unscathed.
Shields stop more and give a free parry, but using a weapon desfensively is a no-no in MRQ.
bluejay said:I don't think that Dodge is better than Parry but I think that it is better to Dodge a large weapon than try and Parry it with something ineffectual. A shield would be fine but daggers and the like might not be.
I believe this was very much a conscious decision of the designers that they wanted the mechanics to reflect situations where it was better to parry or dodge.
bluejay said:I guess that is true however Shield is a separate skill and it is generally a lot better than parrying with a weapon (due to the AP differences, most weapons are very low) so I guess most characters need to dedicate skill points to at least one defensive skill (i.e. Shield or Dodge).