homerjsinnott said:I was saying on the spirit rant thread That RQ (var. Mong) as a system seemed to have little going for it. Well I want people to prove me wrong (no really).
What parts of the the system do people really like, from the smallest to the largest and why?
Knock yourself out.
I await with interest.
iamtim said:weasel_fierce said:I like the resistance table, but the two doesnt have anything to do with each other.
Resistance was, and still can be, used when two stats are opposing each other, or for tasks that are not dependent on skill, but raw ability.
I assume you were referring to my comment?
If so, then I ask... why? I mentioned that I don't like the resistance table, why would I want to keep using the resistance table when I can do the same thing with opposed rollls?
If you weren't referring to my comment, well, then... move along, nothing to see here.![]()
Mugen said:What I really like in MRQ :
*A more dynamic combat system
What I really dislike in MRQ :
*The way combat actions are handled
gamesmeister said:Mugen said:What I really like in MRQ :
*A more dynamic combat system
What I really dislike in MRQ :
*The way combat actions are handled
<scratches head>
I'm still trying to figure this one out... :wink:
canology said:I think he meant "oops" as in DBC isn't writing for Mongoose anymore.
Mugen said:What I really like in MRQ :
*Cultural background/profession skill system : Quick, simple and logical.
*Skill opposition system (although criticals should beat normal success)
*The Runic skills in Runic magic
*A more dynamic combat system
What I really dislike in MRQ :
*Very low skill base chances
*Localized Hit Points
*Characteristic generation method
*The way combat actions are handled
Mugen said:I was not clear on this one : By "combat actions" I meant the Combat Actions attribute.
In other words, I like multiple actions/reactions, but I don't like the fact their number is simply based on DEX, making DEX 13 characters ways more able in melee than DEX 12 ones.
homerjsinnott said:Mugen said:What I really like in MRQ :
*Cultural background/profession skill system : Quick, simple and logical.
*Skill opposition system (although criticals should beat normal success)
*The Runic skills in Runic magic
*A more dynamic combat system
What I really dislike in MRQ :
*Very low skill base chances
*Localized Hit Points
*Characteristic generation method
*The way combat actions are handled
Could you say a little more?
Mugen said:Very low skill base chances
A beginning character simply hasn't got enough skill points to have average scores (say 50/60) in "common" skills and a professional level (70/80) in his best ones.
Mugen said:The way combat actions are handled
I already answered this topic. I'd prefer either of the options below :
-CA as a maximum number of actions/reactions per turn, with a cumulative malus for performing more than 1 action and 1 reaction in a round.
-CA based on Initiative Roll. For instance : Number of Actions/Reactions = (Initiative/6).
If you interpret Runes as divine blood-crystals that get absorbed into the blood-stream when integrated, would that make you happier with them?Mugen said:Note that I don't like the idea of runes as objects that have to be kept in hand to cast a spell...
Agreed.Mugen said:A more dynamic combat system
I like the idea of Actions & Reactions. I was less and less satisfied wth the quite static nature of RQ3 strike ranks.
Oh very agreed! Only determine hit location if it's significant.Mugen said:Localized Hit Points
Too much book-keeping IMHO.
I prefer Generic Hit Points along with a "major wound" system".
How about rolling 3d6 for SIZ/INT but rounding anything below 8 up to 8?Mugen said:Characteristic generation method
It works fine in D&D where all stats are 3d6-based. But using 2d6+6 for SIZ and INT gives ridiculously high numbers for both of them.
gamesmeister said:I can recommend a third way: After adding a D10 to your SR Modifier to establish turn order during combat, use the result to determine CAs
1-10: 1 CA
11-20: 2 CAs
21-30: 3 CAs
31-40: 4 CAs
weasel_fierce said:Opposed rolls work fine, but I like the other option as well. There's things that may not be covered by a skill, and things where I like the option of basing it specifically off a stat, rather than a skill.
homerjsinnott said:I thought that the RQ3 system was a bit complex but with a bit of experience could be done in 10mins+ player choice times. (which with any system depended on the player, I had a player who took days no matter what the system).CharlieMonster said:Character Generation is quick & easy (RQ3 was a total ball-ache!) and it is way easy to create experienced chracters too.
homerjsinnott said:???CharlieMonster said:The Systems flexibility as a whole. You can drop the core rules into pretty much any setting with a minimum of kerfuffle.
homerjsinnott said:I liked Dobsky's work and it was anything but bog standard fantasy snouts,,,,, Uhhhhhhh I mean Art. But, y'know.CharlieMonster said:While there are a few exceptions, by and large the artwork is better than previous editions (the last few RQ3 Rennaisance release notwithstanding). More importantly as far as I can tell Dave Dobsky is not involved in the art at all!!!
homerjsinnott said:CharlieMonster said:DBCs writing for Glorantha & Lankhmar (oops)
Out Of Prints?
CharlieMonster said:We'll have to agree to disagree on Dobsky's "kindergarten stylee" (although, needless to say I'm right and you're wrong !!!)
Adept said:gamesmeister said:I can recommend a third way: After adding a D10 to your SR Modifier to establish turn order during combat, use the result to determine CAs
1-10: 1 CA
11-20: 2 CAs
21-30: 3 CAs
31-40: 4 CAs
That seems pretty cool. At least the principle. I'm not sure about the actual breakdown of numbers. It would be pretty neat if it actually resulted in a regular person getting 1-3 (or 4) actions as the flow of battle changes, with the abilities of the character changing the odds but not the possibilities. So that a quick&smart character would still occasionally only get one action.
Adept said:What about if a roll of 1 always means just one combat action, and the 10 is indeed and open ended 10. That would do it.