Actually scratch that reply. I just looked at the odds properly and they're not good. Basically to get a combat manoeuvre you need a special success and your opponent needs to fail. Considering two weapon masters (100% each) then the chance of someone getting a CM is almost exactly 1%. Two 50%ers against each other have a 5% chance per roll of getting a CM. What happens then is that CMs virtually disappear. This means that RQ3 combats could become very sterile very quickly. <br>
<br><div class="gmail_quote">On 18 November 2010 14:38, Bruce Mason <span dir="ltr"><<a href="mailto:mason.bruce@gmail.com">mason.bruce@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
<br><br><div class="gmail_quote"><div class="im">On 18 November 2010 14:34, <span dir="ltr"><<a href="mailto:strobus@sympatico.ca" target="_blank">strobus@sympatico.ca</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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<br>For our next campaign, I'm going to try and port MRQ2 combat manoeuvres into RQ3, keeping strike ranks. A combat manoeuvre will only be gained, however, if one character has two levels of success over the foe. This means that a success against a fumble, a special against a fail, or a crit against a success will gain one manoeuvre. A crit vs. a fail or a special vs. a fumble will gain two manoeuvres. A crit vs. a fumble will gain three. A success against a fail will remain a normal successful attack.<br>
</div></blockquote></div><div>That's a really neat idea. The three levels of success issue is a big one for CMs and doing that way saves having to make a third level of CMs. </div></div>
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