Strike ranks and bits

Da Boss

Mongoose
I am thinking about getting RQII to nick things for my ever mutating "perfect" Stormbringer system. :roll:

How important are the following to the system as they are bits I have avoided in the past:

Strike Ranks
Fatigue - I understand there is a simple and interesing mechanism now - I disliked the old version.
HPs/AP by location.

The Combat Maneuvre aspect sound intriguing - would it work with a more BRP/2nd Stormbringer based system?

any thoughts/tips appreciated :D
 
Da Boss said:
I am thinking about getting RQII to nick things for my ever mutating "perfect" Stormbringer system. :roll:

How important are the following to the system as they are bits I have avoided in the past:

Strike Ranks
Fatigue - I understand there is a simple and interesing mechanism now - I disliked the old version.
HPs/AP by location.

The Combat Maneuvre aspect sound intriguing - would it work with a more BRP/2nd Stormbringer based system?

any thoughts/tips appreciated :D

Strike Ranks In RQII are simply an initiative mechanism. They are tied in with the armour penalty. If using BRP at the moment, RQII SRs are more like DEX ranks than the optional SR modules.

Fatigue is the same one as used in MRQI. Very easy to add in.

HP/AP by location. I can't emphasise enough just how different this is to BRP. There are no total HPs so the whole balance of damage and effect is different. This is one of those modules where, if you bring it in, you get a lot of knock-on effects in the rest of the system.

Combat Manoeuvres could be plugged straight in and would replace various combat spot rules such as knockback attacks. Be aware though that BRP has one extra level of success so you will get CMs a lot more frequently and get multiple CMS even more often. You *might* find that it makes combat too choppy.
 
Might I also suggest that, in addition to getting RQII, you also get the next edition of 'Elric of Melnibone' which will, surely. provide you with the 'ultimate' Stormbringer...?

:lol:
 
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