<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
On 18 November 2010 08:30, Cory Davis <<a href="mailto:C.DAVIS@uws.edu.au">C.DAVIS@uws.edu.au</a>> wrote:<br>
> Hi all<br>
><br>
> I?m currently trying to clean up the combat system we are using for our pulp<br>
> horror game which uses a lot of RQ mechanics (it?s a sort of super CoC with<br>
> some D20 added) and I was wondering how do people run hitting a specific hit<br>
> location. It?s a tough thing to get right you don?t want it to be too<br>
> complicated so it doesn?t take too long, It can?t be too easy or everyone<br>
> hits everything in the head, but if it?s too hard no one ever tries which is<br>
> a bit sad because sometimes you want the players to try more daring things.<br>
><br>
> I?m very interested any anyone?s experiences or preferences regardless of<br>
> whether its RQ2, RQ3 MRQ or some evil hybrid of all of them<br>
<br>
I just use the RQ3 method - halve your skill, delay to SR10.<br>
--<br>
GAZZA<br>
</blockquote></div><br>I also use this RQ3 rule, but instead of halving the skill, I apply a -50% modifier, which I think is fairer, IMHO.<br>I'm still not convinced by the new MRQ2 rule, where you can hit your enemy's head just by rolling a successful hit and him/her an unsuccessful parry. And you?<br>
<br>E.S.<br>