Thread: Dare I ask?
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Old January 2nd, 2008
TrippyHippy TrippyHippy is offline
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Quote:
Originally Posted by Atgxtg View Post
Don't the Deluxe rules still have the problem of weapon APs not being used.?


Another big difference between BRP and MRQ-

In BRP you can learn how to play the game by reading the examples. With MRQ the last thing you want to do is read the examples, as they contradict the rules.
No. Weapon APs are used in parrying to reduce damage.

The combat examples are better in the Deluxe edition too - although I always find those things boring to read.

The basic problem with the combat system, when it was first written, was that the attacker had to roll once to hit, and then roll again in a contested roll against a defender, if they declared that they wanted to dodge or parry the blow as a reaction. Noteably, the free PDF on this site still states this as the case in the Close Combat Attacks summary (which is a pity).

The Deluxe rules eliminate the extra roll, by including everything into a single contested roll between attacker and defender. This contest is referred to either the Dodge table or the Parry table, and the results are read accordingly (including outcomes like fumbles, giving ground, weapon APs soaking damage, being overextended, etc). To make a Parry or Dodge, a defender must use up a Reaction slot (they have an equal number of Reactions to their standard number of Actions in a round). If they have no Reaction slots left or available, then the tables are still referred to, but it is assumed that the Defender automatically fails his roll.

Like I say, it's a functioning system in Deluxe edition, but it's use of tables, and other complications make it a less intuitive, less simple system than that used in BRP (which, critically, removes the need to reference any table for the outcome). The MRQ system does however give the feel of having more tactical options in combat.

The technique of basing Combat upon contested rolls is not new, but it was much more intuitively realised in the Pendragon game - which makes use of no tables whatsoever, as well as ditching the need for a seperate initiative roll. Both combatants simply makes a contested roll on a D20, trying to roll higher than thier opponent, but less than their skill score. Whoever wins, applies the damage, while the loser has to soak it up. This makes combats much faster, and more dangerous.

Last edited by TrippyHippy; January 2nd, 2008 at 21:05.
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