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What are the differences between MRQ and the new BRP?
Aside from the obvious ones, like MRQ has no "starship pilot" skill. I ask because I'd like to start a BRP dage ages fantasy campaign next week, and I have the MRQ SRD pdf from here today, but it'll be some months before the new BRP makes it Down Under.
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Tiwesdæg Clíewen - adventuring in a world where magic is magical, and monsters are monstrous |
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The MRQ deluxe combat rules aren't broken, although they do make use of reference tables still, which some may feel is an unneccessary complication for what is just a contested roll between attacker and defender.
The BRP combat rules are simpler to use though, generally. |
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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.
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Got Puppet? Last edited by Atgxtg; January 2nd, 2008 at 13:39. |
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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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Not really. Since combat is now treated as an opposed content, if the defender wins then the attack'er success is downgraded to a failure, and thus does no damage. So parry APs only come if to play when the both roll a critical.
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According to Matt Sprrange and the folks at Mongoose, combat was always a single die roll for the attacker and the chart is a misprint. Believe me, people went over that for months on the MRQ site. Basically, if you didn't happen to go to the Mongoose website and download the players update, you weren't playing the game right. ![]() BTW, all this confusion is another difference. The rules in BRP have been a lot easier to follow.
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Got Puppet? |
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- If both the defender and attacker succeed in their rolls, then the damage is reduced by the AP of the weapon. - If the parry rolls a critical then the damage is reduced by twice the AP. - If the attack rolls a critical, then the maximum damage is inflicted. - If they both roll a critical, then maximum damage is applied and twice the AP is reduced. The opposed contest rule, generally, is clarified in conjunction with this application in combat, on p22 also. The Deluxe book is open in front of me as I type this, and I've played in several sessions with that book, those rules, and my gaming group. That is what is stated, clearly, in the text of the rules, and with the examples given. Quote:
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Last edited by TrippyHippy; January 2nd, 2008 at 22:48. |
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Trippy,
According to the player's update, page 4 it states: The attack and defence rolls are then made simultaneously by the combatants and the results compared according to the opposed test mechanics: as usual a Critical Success always beats a normal success, but if the success levels are equal, the higher Success roll wins and the lower roll is demoted by one level. I.e. if both combatants roll a normal success, then the higher roll remains a success, but the lower roll is downgraded to a failure, or if both roll a critical success the lower roll is downgraded to a normal success. This may seem unfair when both combatants have succeeded, but it is a logical outcome. In such situations the winning opponent has exhibited either greater luck or greater competence, and turned the situation to his advantage. So a success vs. a success is treated as a success vs. a failure on the table. While I can't speak for the actual Deluxe book. The same thing is is SRD under Close Combat, Step 3-Opposed Test. That is what people have been talking about since the latest update came out. And no the rules have not been correctly explained in the books. That has been the case since someone pointed out the examples of play and the combat matrix to the author a year ago, and he was the one who said the book was wrong.
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Got Puppet? Last edited by Atgxtg; January 2nd, 2008 at 23:13. |
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