<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;"><div><div><div class="h5"></div></div>
Not sure I agree. While there's not too much of "aiming for
the head and hitting the foot" I saw plenty of cases both when I was
in martial arts and in fencing where the available target that presented
itself was what you hit, and where you got somewhere near what you were
aiming for but not on it.</div></blockquote><div><br>That's fine and still modelled in the MRQ2 rules. You get a better level of success and instead of 'Choose Location' you go for an 'Impale' on a random target instead. ;)<br>
<br>In my real world fighting I nowadays very rarely get caught on adjacent targets or randomly interposed limbs, When I do hit an unexpected location I personally consider it a 'miss', since usually the blow has either been interrupted early, landed late or glanced which normally results in insufficient force being inflicted. That is true for both weapons and unarmed strikes, especially the latter where an inch off precise distance can negate a telling blow.<br>
<br>Still MRQ2 combat is an abstract model which I based on my own experiences. If I gain an tactical advantage in combat (force my opponent to open a hole where I want one, gain superior position etc) then the chance of striking something other than my intended location is a lot less than 1 in 20. Bear in mind also that there are significant differences in close quarter Medieval fighting styles and the extreme range, touch kills of modern fencing (if that is what you were doing), which might explain in part our separate experiences. :)<br>
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