Mikko Leho said:The problem with this interpretation is that weapon blocking does not exists. Sure you can see it in movies but anyone actually trained in weapon handling will tell you that this is the case. Blocking with a weapon could happen accidentally or at the last resort but no one would use it knowingly.
Well Shield Blocking certainly exists, and weapon blocking happens. You can say that if your parry stops all AP the blow is deflected if you like, and if any damage gets through it was not deflected (there were a number of house rules suggested in the past allowing you to add your damage modifier to the parry's AP). The only time knockback is a consideration is when the damage exceeds the Targets SIZ (poleaxe anyone?), in which case the force of the blow is very mighty indeed and hard to deflect.
We can argue realism all day - no system entirely models combat and damage accurately. Those that try are often too complex to be 'fun' (unless of course you like simulationist combat - which there is nothing wrong with). RoS was mentioned upthread as an example. RQ 2/3 were attampts to model combat realistically based on the SCA experience of the authors. It has some rough spots but considering it is one of the first RPG's ever it did a remarkable job. MRQ got away from some of that realism for improved playability (no reach, the five second round with potentially 5 attacks and parries - that is 10 actions in 5 seconds!, flurry attacks, etc). Matt Sprange cited the light sabre duels in the new Star Wars movies as inspiration - obviously playability and flavor took precedence in the 'streamlining' of the rules.
I was very critical of many of the rule changes in MRQ when it was first released, lack of realism being a major gripe. But when I started using the system it actually played very well, went smoothly, and still felt like RQ. It was fun - which is why I game after all - and that is the many reason I've stuck with it despite some nasty warts.
And there is a good rules reason why weapons have to be inferior to shields - it takes twice as many Improvement Points to master weapon and sheild than single weapon (or even two weapon) fighting. If weapons are as good or better for parrying sheilds are obsolete (without going back to RQ2/3 type experience checks).