gamesmeister
Banded Mongoose
Sorry, I don't follow.
It looks to be the same as the one published recently.
It looks to be the same as the one published recently.
Overall, a lot of design attention was focussed on the combat rules.
DigitalMage said:Disappointing about the opposed rolls in combat - you don't need to find a definitive victor in combat because the table allows for partial success on both sides (e.g. only doing minimum damage is a partial success for both the attack and dodge).
I guess I can and it is simple enough, I just hate having to houserule, especially as I will likely play and run mostly at cons where you have to explain any houserules you are using and get used to any different house rules that other GMs are using.Pete Nash said:If you don't want to use opposed rolls in combat, just use the tables as is. If you want fast and brutal then use them. Your choice.
Pete Nash said:DigitalMage said:Disappointing about the opposed rolls in combat - you don't need to find a definitive victor in combat because the table allows for partial success on both sides (e.g. only doing minimum damage is a partial success for both the attack and dodge).
If you don't want to use opposed rolls in combat, just use the tables as is. If you want fast and brutal then use them. Your choice.
That result would be very very rare. It would only happen on an exact tie, when both the attacker and defender roll the same degree of success with the exact same d% number (so less than 1% of the time). I think you might have overlooked the description of how to use the table. It is not adjacent to the table where you might expect (I am going off the SRD here). It is under step 3 of close combat attacks.Disappointing about the opposed rolls in combat - you don't need to find a definitive victor in combat because the table allows for partial success on both sides (e.g. only doing minimum damage is a partial success for both the attack and dodge).
Opposed Rolls = Marmite, You either love 'em or you hate 'em...gamesmeister said:Pete, what was the reasoning behind introducing opposed rolls into combat? I think I know the answer, but I'm interested to know what the thought processes were between yourself and Loz (and any others involved).
And that is exactly my problem! Sorry if I wasn't clear. In non-combat opposed rolls, having a way to determine a victor in everything but an exact tie is a good thing, as often stating that both parties succeeds is confusing e.g. someone trying to sneak past someone who is attempting to spot intruders - if both succeed what actually happened?CruelDespot said:That result would be very very rare. It would only happen on an exact tie, when both the attacker and defender roll the same degree of success with the exact same d% number (so less than 1% of the time).
Initially I did overlook that and I was happy with the player update (other than the fact that it made the GM screen a mostly worthless buy as the main tables you will refer to have changed). It was only when someone pointed out the downgrading of success levels that I was annoyed - extra complexity and making shields useless.CruelDespot said:I think you might have overlooked the description of how to use the table. It is not adjacent to the table where you might expect (I am going off the SRD here). It is under step 3 of close combat attacks.
"If the success levels are equal, the higher success roll wins and the lower roll is demoted by one level. If both combatants roll a normal success, then the higher roll remains a success, but the lower roll is downgraded to a failure, or if both roll a critical success the lower roll is downgraded to a normal success. If the participants achieve the same level of success with the same score on the die, then no downgrading takes place."
As stated, it doesn't interfere with my disgruntlement - it is the cause of it!!!!!! :evil:CruelDespot said:So the partial success you referenced would only happen when neither roll gets downgraded. Sorry if that interferes with your disgruntlement.
I completely agree with this (for non-combat rolls).Pete Nash said:Personally I like them, as does Loz. They are the best mechanic in the whole of MRQ, primarily because they result in a decisive winner.
The problem is that combat was different in another way as well - it used a table to work out exactly what happens when people get the same level of success, and that result is different than if one failed and another succeeded.Pete Nash said:Besides the game system and mathematical advantages, the third reason for making Combat an opposed roll, was that it fitted better into the rest of the MRQ rules set. It seemed strange that opposed rolls were used everywhere else, save for combat.
if this had been the case I would have absolutely no problem with the new changes. So if this was how it was meant to be, will future printings of Deluxe include this, or are we stuck with opposed rolls being the official rule?Pete Nash said:The opposed rule should have been optional, for those who want faster and more deadly combat.
The original rules work as well, but they weren't the best. The players update rules do work, but IMHO aren't the best either as they invalidate a particular skill choice (Shield use).Pete Nash said:Both have their place, depending on your game style. And more importantly, both work.
So why use opposed rolls in combat??????!!!!Pete Nash said:Unfortunately as the rules currently stand, it is impossible to smoothly harmonise the concepts of using static results tables with opposed rolls.
Apologies, I know I am one of those who keeps banging on about this. Unfortunately for me this is the one sticking point that means I am undecided about whether to buy into the game line or not.Loz said:and I really, really don't have the time or energy to debate this continually.
Having results on a table that will occur less than 1% of the time is wasteful, and (and this is my main bugbear) for parrying makes the AP value of the weapon or shield largely irrelevant as only if both parties get a critical or they both get successes with exactly the same dice result are APs taken into account. This makes Shield use absolutely worthless! And guess what my first character I created for MRQ specialised in?
Pete Nash said:Personally I like them, as does Loz. They are the best mechanic in the whole of MRQ, primarily because they result in a decisive winner.
Pete Nash said:The second advantage is the steeper probability curve of winning with two disparate skill values. A 20% difference can give the user of the higher skill (depending on the skill %s) a 66-75% chance of winning the opposed roll. Although this makes some people shudder, I actually perceive it as a good thing since it adds more value to skills less than 100%. I.e. you can actually be the master of a fight using a character with only 80% in their weapon skill when faced with 60% opponents. It adds needed granularity, especially in a d100 system which in its Elric incarnation had average NPC's regularly running about with 101%+ weapon skills.
Pete Nash said:Besides the game system and mathematical advantages, the third reason for making Combat an opposed roll, was that it fitted better into the rest of the MRQ rules set. It seemed strange that opposed rolls were used everywhere else, save for combat.
Pete Nash said:What we developed was not a perfect fix. I balanced the tables so that people who only wanted to use straight rolls in combat would still be happy. The opposed rule should have been optional, for those who want faster and more deadly combat. Both have their place, depending on your game style. And more importantly, both work.
Loz said:I know some people hate it, but whatever we'd come up with someone would have hated it for some reason, small or big, and I really, really don't have the time or energy to debate this continually.
DigitalMage said:Having results on a table that will occur less than 1% of the time is wasteful, and (and this is my main bugbear) for parrying makes the AP value of the weapon or shield largely irrelevant as only if both parties get a critical or they both get successes with exactly the same dice result are APs taken into account. This makes Shield use absolutely worthless! And guess what my first character I created for MRQ specialised in?
But they're not. A PC who is searching for a scroll in a library does not make an opposed roll against the library, and one who is climbing a cliff doesn't make an opposed roll against the difficulty of a cliff. Opposed rolls are a mechanic that are used in certain circumstances, but by no means all.