Skill Ratings over 100% & Combat House Rule questions

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.
 
Dr. Halflight said:
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%.
Cant see any reason why this wouldnt work.

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.
This will make things pretty quick and viscious. It does make the armour points kinda pointless for weapons, but if thats not a concern, I dont see why it wouldnt work
 
weasel_fierce said:
Dr. Halflight said:
This will make things pretty quick and viscious. It does make the armour points kinda pointless for weapons, but if thats not a concern, I dont see why it wouldnt work

I figure I just need to playtest it, but I assume that Parrying will now be All or Nothing, which could lengthen things a bit. I figure at the worst I just switch in the Partial Success rules from this board.

Thanks for the response!
 
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