[Runequest] MRQ II - Combat

grogthing grogthing at yahoo.com
Sat Aug 20 19:21:28 EST 2011


I thought a much more workable way to handle multiple actions was the way it was handled in Elric!.

Your attributes modify total skill level, and to take multiple attacks, you divide your skill percentage among your attacks.

So if you have a skill of 80% ... you can attack once at a full 80% .. or twice at 40% ... and having a few points higher in your attributes may add a couple percentage points to total skill, but doesn't arbitrarily give you extra attacks at full bonus.

Gregory





>________________________________
>From: Pete Nash <the.iqari at gmail.com>
>To: RuneQuest Rules <runequest at rpgreview.net>
>Sent: Saturday, August 20, 2011 1:04 AM
>Subject: Re: [Runequest] MRQ II - Combat
>
>
>
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>The problem isn't about it being on stats like HP and MP, the problem is that the granularity is so different. PCs are divided into the group that aren't so good, or the group that is half again as good - there is no in between. 
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>I could argue the same thing about a big damage bonus which can turn some PCs into near guaranteed one-hit limb choppers. Built into the system is a fine balance between comparative weapon skill levels, whether you can inflict a serious or major wound with a single blow, comparative weapon sizes, hit points per location, and number of actions per round.
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>Huge important break points are a game design flaw. They don't work from either a gamist or simulalionist perspective - they aren't good for the gameplay, and they don't reflect reality particularly well, they are a game construct. 
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>There are other similar break points throughout RQ. I hardly ever saw warriors in RQ3 which didn't have at least a +1d4 damage bonus for example. As for the simulationist perspective that is subjective. For me personally they model a few r/w fighters I've sparred with who don't act very quickly and can be swamped, but when they do launch a blow they are deadly accurate.
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>For whether they are good for gameplay, well I've had no problems in any of the MRQ2 campaigns I've run or played in. Indeed I have been playing a character since the pre-publication playtest period who has one CA less than the rest of the party and is the main (and most effective) combat specialist. Sometimes I don't manage to disable my opponent before he overlaps me, but then armour, hero points and tactical support come into play. If nothing else is adds an edge to combat. ;)
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>The flaw is that every character will want it. It is such a significant disadvantage not to have it. Even to non-combat characters, 
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>That depends on your campaign and play style. I am currently running a game set in Julian May's Pliocene Exile. Every character bar one has a negative damage bonus, half have only 2 CA and all are pretty weedy HP wise. Do they still face the occasional carnivorous pig or dire wolves? Yes, but the majority of the game is socio-political or using their wits to overcome problems.
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>It is worth noting that in RQ3, having a 3rd combat action was considered such an advantage that it was a 3 Point Divine Spell. 
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>Yes, but there's a different balance in MRQ2. As Phill pointed out you can potentially achieve 5 or 6 CAs with magic augmentation. How you handle that challenge comes down to the GM - whether he limit access to certain spells, tailor combat encounters so most opponents only have 2 CA, never gang up on PCs, give warrior wannabes char gen advice, or even just ignore the rule and impose a static number of CAs on everyone.
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>Personally I like it that a warrior in MRQ2 needs to now consider his coordination, rather than just being big and strong - and gives a different kind of advantage to those who wish to assign characteristics for a quick, lithe physique instead. The system works fine for most people, but as always YGMV. :)
>
>Pete
>
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