I know that there is no such thing as a 'special' success in MRQII/Legend. However, I am wondering if anyone has tried using a BRP-like 'special' success in their own games, or whether such a system was considered and playtested.
In MRQII/Legend there are rarely hits that do 'ordinary' damage - that listed for the weapon - without the extra edge of a CM. That is because for almost every attack that succeeds in causing damage, there is a difference in the level of success. The exception is when a Parry roll is a success but the parrying weapon is of insufficient size to block all/any of the damage. Given that you can abort a parry after the Attack roll has been made (something that I am toying with doing away with - commit to Parry roll and you remain committed - has anyone playtested this?), failing to block any damage with an ordinary success will only occur when the defender is going for a last-gasp gamble on a rolling a critical success.
What I'm thinking of doing is bring back the BRP 'special' success level at 30% of the skill for combat only, and a the same time requiring a 2-step difference in success to win a CM. So:
Attack Ordinary Success vs Parry Fail = ordinary damage
Attack Special Success vs Parry Fail = 1CM attacker
Attack Critical Success vs Parry Fail = 2CM attacker
So we get a situation where not every successful hit involves a CM, but enough still do to make them an interesting feature of play. Sometimes you just roll for damage and location. People aren't being impaled left, right, and centre - but certainly plenty of people will still end up run through by a spear!
I was thinking of special success falling at 20%, but opted for 30% as, after all, the special range should be larger that the critical range, i.e. a special success should be more likely than a critical success. A fighter with 75% combat skill will 'critical' 8% of the time, 'special' 16% (under 24% - it'd be easier to apply multiples of the critical level than actual percentages of the combat skill), and 'ordinary' 51%.
A side effect of this would that it would make the effect of a house-rule compelling combatants to parry once committed even worse for the defender, as an ordinary parry success would do nothing against a failed attack, so perhaps, if adopting special sucessess, the option to parry should remain entirely reactive.
As an aside, I note that Loz and Pete are doing away with the fumble table in RQ6. A fumbled parry already provides an extra, probably fight-ending CM in the RaW, and a fumbled attack is certainly incentive to attempt a parry in order to get two CMs, so another randomly generated super CM on top seems a bit harsh. But, of course, sometimes, whether the defender is out of CAs or the fumble is with a missile weapon, the extra CM=enough pain for a fumble equation doesn't work. How do people find fumbles in MRQII/Legend. In Pendragon, Greg Stafford is pretty clear that while fumbles should have some effect, they shouldn't be player killers.
In MRQII/Legend there are rarely hits that do 'ordinary' damage - that listed for the weapon - without the extra edge of a CM. That is because for almost every attack that succeeds in causing damage, there is a difference in the level of success. The exception is when a Parry roll is a success but the parrying weapon is of insufficient size to block all/any of the damage. Given that you can abort a parry after the Attack roll has been made (something that I am toying with doing away with - commit to Parry roll and you remain committed - has anyone playtested this?), failing to block any damage with an ordinary success will only occur when the defender is going for a last-gasp gamble on a rolling a critical success.
What I'm thinking of doing is bring back the BRP 'special' success level at 30% of the skill for combat only, and a the same time requiring a 2-step difference in success to win a CM. So:
Attack Ordinary Success vs Parry Fail = ordinary damage
Attack Special Success vs Parry Fail = 1CM attacker
Attack Critical Success vs Parry Fail = 2CM attacker
So we get a situation where not every successful hit involves a CM, but enough still do to make them an interesting feature of play. Sometimes you just roll for damage and location. People aren't being impaled left, right, and centre - but certainly plenty of people will still end up run through by a spear!
I was thinking of special success falling at 20%, but opted for 30% as, after all, the special range should be larger that the critical range, i.e. a special success should be more likely than a critical success. A fighter with 75% combat skill will 'critical' 8% of the time, 'special' 16% (under 24% - it'd be easier to apply multiples of the critical level than actual percentages of the combat skill), and 'ordinary' 51%.
A side effect of this would that it would make the effect of a house-rule compelling combatants to parry once committed even worse for the defender, as an ordinary parry success would do nothing against a failed attack, so perhaps, if adopting special sucessess, the option to parry should remain entirely reactive.
As an aside, I note that Loz and Pete are doing away with the fumble table in RQ6. A fumbled parry already provides an extra, probably fight-ending CM in the RaW, and a fumbled attack is certainly incentive to attempt a parry in order to get two CMs, so another randomly generated super CM on top seems a bit harsh. But, of course, sometimes, whether the defender is out of CAs or the fumble is with a missile weapon, the extra CM=enough pain for a fumble equation doesn't work. How do people find fumbles in MRQII/Legend. In Pendragon, Greg Stafford is pretty clear that while fumbles should have some effect, they shouldn't be player killers.