Mongoose Pete
Mongoose
Rurik said:In your figures you don't take into account that some parries fail (or will not be made) - an attacking weapon will only damage a
defending weapon on a successful parry.
I think I tried to phase it such that I was only talking about successful parries, but yes, the total fighting time will be longer than the time when only successful parries are made. Even so, a starting warrior with barely 50% skill would merely double the durations.
And admittedly I did slightly bias the analysis by supposing that the warriors involved would have a 1d2 damage bonus, which personally I don't think is unreasonable. Historically, most warriors (pre-firearms) tended to be the bigger and/or stronger members of their culture.

But as you quite rightly pointed out, it all comes down to campaign style. Do you want cinematic, or do you prefer realistic?

Rather than a fumble damaging weapons I would say apply my 'critical' rules only on a natural 01 rather than a critical. I will certainly give it a try. I suspect though in actual play that may make breakage so rare that it will almost never happen.
Alas, it is very hard to model weapon breakage using RQ rules since mathematically most success levels occur too frequently. I think we'll be seeing a lot of varying house rules on this chestnut.
...Though honestly I have mostly run just combats - in a real game with multiple combats and no time to repair weapons between them breakage might become a problem.
As a side note for realism buffs, its actually impossible to repair something like a sword. Once the weapon's internal crystaline structure starts to fracture there is nothing you can do to repair the metal fatigue. You simply have to reforge it anew. Which in RQ terms means hoping the smith can match the weapon's previous Item Quality. :twisted:
Hmm, that brings up some new possibilities for you. You could use Item Quality to modify the chance of a weapon breaking.