Dr. Halflight
Mongoose
I haven't had a chance to run or play MRQ yet & I needed some feedback on 2 areas I'm thinking of changing:
1) I'm contemplating simply making a Skill, no matter how high, effectively max out at 97%. The Actual Skill Percentage could still be improved, per normal rules, to increase Critical range. Note: Modifiers to the Skill will be based on the Actual Skill, so a -20% wouldn't affect the 97%, but would lower the Critcal range to 19%. So for Example: Tobias, as a veteran adventurer, has his Longsword Skill at 217%. His skill is effectively 97%, but his Critical range is 21%.
2) Basically ignoring the combat matrix & taking the Opposed Combat Skill System further:
If both Oppenents Succeeds at the same level of success then...
If Attacker is higher than he hits for full damage.
If Defender is higher, then if Dodging or Parrying, takes no damage.
A Regular Succes does not beat a Critical Success.
Basically, I'm just looking for opinions on how this will effect combat, since I have not tried MRQ yet.
Thanks in advance.
1) I'm contemplating simply making a Skill, no matter how high, effectively max out at 97%. The Actual Skill Percentage could still be improved, per normal rules, to increase Critical range. Note: Modifiers to the Skill will be based on the Actual Skill, so a -20% wouldn't affect the 97%, but would lower the Critcal range to 19%. So for Example: Tobias, as a veteran adventurer, has his Longsword Skill at 217%. His skill is effectively 97%, but his Critical range is 21%.
2) Basically ignoring the combat matrix & taking the Opposed Combat Skill System further:
If both Oppenents Succeeds at the same level of success then...
If Attacker is higher than he hits for full damage.
If Defender is higher, then if Dodging or Parrying, takes no damage.
A Regular Succes does not beat a Critical Success.
Basically, I'm just looking for opinions on how this will effect combat, since I have not tried MRQ yet.
Thanks in advance.