View Single Post
  #7 (permalink)  
Old April 11th, 2008
Tywyll Tywyll is offline
Senior Member
 
Join Date: Apr 2008
Posts: 147
Default

Quote:
Originally Posted by frogspawner View Post
1) Both fixed-AP and rolled options are given.
2) Yes, both aiming for general accuracy and aiming for specific hit locations (if you're going to use that option after all) are catered for. So you can use that to avoid armour - but there's no silly "-40% to auto-critical" rule like MRQ has).
3) Could probably be made to work by a crafty GM, but it's not recommended.
4) Yes, Easy and Difficult have x2 and x1/2 multipliers respectively (so much better than absolute penalties/bonuses like +20% or whatever, which were messy and arbitrary, although I think RQ3 etc did have them).

Soz - got to run, work calls... bleuch!
Cool. Thanks for the update.

Hum, I'm disappointed with the lack of difficulty modifiers. I disagree that they are arbitrary or messy, and find such much more easy to use (and providing a greater breadth of scope) than simply having 3 categories for all levels of complexity. That seems arbitrary to me personally. I think the environment and circumstances (not to mention equipment) should have more impact on the success and failure of a task. Ah well, easy enough to add in I suppose.
Reply With Quote