As I understood the concept of Strike Ranks in RQ, it was a representation of weapon reach and wieldability.
Since the game mechanics for combat in almost all RPGs is just an abstract representation rather than a strict simulation, the rules are simple by necessity so that the game doesn't bog down.
As a matter of personal taste, you could always create your own combat House Rules for any RPG system.
The beauty of BRP is that you could add layers of complexity, and the system still stays robust.
If you want a good combat simuation system, look to GURPS. If you want a simple combat system, look to D&D.
I think that RQ3 combat mechanics are fairly detailed as written, and do a good job of represtation the basics of combat simuation.
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