weasel_fierce
Mongoose
So while getting our fussy 1 month old baby to sleep, I was thinking up what I think I'll be using from here on, basically making combat a bit more like RQ3
Armour penalties apply, as written, to dodging and various skill rolls (mainly swimming, climbing, jumping and fatigue rolls), but NOT weapon skills.
A successfull dodge will avoid a normal attack, and reduce a critical hit to a regular hit. A critical dodge will avoid a critical hit, and cause a normal success attacker to become overextended
A successfull parry will absorb damage equal to twice the printed AP value of the weapon. Excess damage strikes the target. Any time the weapon is "overcome" in this way, it looses a HP.
Critical successes absorb the damage completely, with no reduction of weapon HP. If the attack was not also a critical, the defender earns a Riposte.
Total hit points will be used (Im thinking of raising them slightly though, in keeping with MRQ characters being a bit tougher).
Total HP is CON. +1 per 3 points of SIZ, +1 per 15 points of STR, +1 per 15 points of POW.
Reduced to 0, a character dies at the end of the /following/ round, unless healed back to 1 HP or more.
Resilience rolls to remain conscious remain as printed. Rolls to avoid death are not taken. Instead any such injury results in blood loss of 1 HP per turn, untill bandaged or slain.
The above changes allow printed material to be used, with a minimum of modification (notably thinking of the arms&equipment book here), are easier to remember (no matrix) and brings some of the "oomph" of RQ3 combat back.
Anything not specifically listed here, remains as it works currently in MRQ
Comments ?
Armour penalties apply, as written, to dodging and various skill rolls (mainly swimming, climbing, jumping and fatigue rolls), but NOT weapon skills.
A successfull dodge will avoid a normal attack, and reduce a critical hit to a regular hit. A critical dodge will avoid a critical hit, and cause a normal success attacker to become overextended
A successfull parry will absorb damage equal to twice the printed AP value of the weapon. Excess damage strikes the target. Any time the weapon is "overcome" in this way, it looses a HP.
Critical successes absorb the damage completely, with no reduction of weapon HP. If the attack was not also a critical, the defender earns a Riposte.
Total hit points will be used (Im thinking of raising them slightly though, in keeping with MRQ characters being a bit tougher).
Total HP is CON. +1 per 3 points of SIZ, +1 per 15 points of STR, +1 per 15 points of POW.
Reduced to 0, a character dies at the end of the /following/ round, unless healed back to 1 HP or more.
Resilience rolls to remain conscious remain as printed. Rolls to avoid death are not taken. Instead any such injury results in blood loss of 1 HP per turn, untill bandaged or slain.
The above changes allow printed material to be used, with a minimum of modification (notably thinking of the arms&equipment book here), are easier to remember (no matrix) and brings some of the "oomph" of RQ3 combat back.
Anything not specifically listed here, remains as it works currently in MRQ
Comments ?