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We are talking different system variants. MRQ is more similar to RQ3 (with lowered weapon APs) while SB is already focusing more on skill. There is no "weapon damage on criticals" in any edition of RQ, for instance.
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Changing the attack/parry matrix still sounds like the wrong solution to me - why not make the weapons more durable across the board instead? Even a "hollywood parry" that blocks rahter than deflects a blow ought be unlikely to break a decent sword.
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The black rivers of pitch that flow under those mysterious cyclopean bridges - things built by some elder race extinct and forgotten before the beings came to Yuggoth from the ultimate voids - ought to be enough to make any man a Dante or Poe if he can keep sane long enough to tell what he has seen. |
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![]() Admittedly the BRP rule works fine as long as you don't split Attacks / Parries (where Dodge is the fallback for all instances where you can't use your generalised Weapon Skill to defend). Personally - all IMHO of course - I think if you *do* split Attacks and Parries, you pretty much have to go down the old RQ rule of allowing a successful parry to block a certain number of points, and the rest get through, but you can try and parry an airliner if you want to - although unless you've got some pretty heavy sorcery going you're going to end up smeared all over the runway... ![]() I'm loathe to houserule things, but as I prefer separate Attacks & Parries, I may have to make an exception here... ![]() Cheers, Sarah |
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I haven't got BRP zero to hand, and this is off the cuff, but how about:
1) Attack vs. Dodge is an Opposed Roll per the opposed skills rule (with a bit of fine tuning and clarification#). 2) Attack vs. Parry is not treated as an Opposed Roll i) A successful (critical, special or normal) parry blocks the parrying objects AP from a succesful (critical, special or normal) Attack's damage roll.So... Parrying with a shield, even perfectly, probably won't break a sword, and may well not stop all the damage, but unlike armour CAN'T be by passed (and the shield will have a LOT of AP); weapon AP's have a role, and weapons and shields do degrade, but slowly. And in the past in RQIII I've let characters use their weapon skills as a Maintenace roll with appropriate resource's to hand to "first aid" their weapons and shield and replace lost AP, so I'd certainly allow that as a possibility. Quite like that actually, will have to try it some time... Cheers, Nick Middleton # Specifically, that when Degrees of Success are tied, the higher roll wins but is in ALL cases treated as having only achieved a normal success, so ties on any DoS result in a normal success for the winner.
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"Soon we'll be out, amid the cold world's strife, Soon we'll be sliding down the razor blade of life." Tom Lehrer, College Days BasicRolePlaying Uncounted Worlds Gwenthia 64/420 Last edited by NickMiddleton : April 24th, 2008 at 15:10. Reason: Clarity, and the futile quest to eliminate typos... |
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![]() Well, mostly. I ended up rewriting the Attack Matrix with an entirely new Parry column, which is more or less the "common sense" version of RQ3. I've just uploaded it to the Downloads section (Game Aids). It means that parrying weapons and shields will stop a certain amount of damage but that with high levels of damage some will get through. It looks horribly complex, but isn't actually. Anyhow, just a bit of fun! Cheers, Sarah |
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And, if someone did try to parry whilst I was GMing, then they'd find themself pancake-shaped. There's no way on earth that a human, no matter how good their skill or how big their shield, could withstand a tree-sized leg, backed by 40-odd tons of animal behind it. Magic's another matter; but in terms of straight combat... Really, commonsense should prevail in situations like this - no matter what the rules do or don't say.
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Pray, and pass the ammunition |
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I think you took me a bit too literally there . Brontosaur is a reductio ad absurdum just to ram the point home (in case it needed it... ). The point being, if you have a judgement call - ie "well, of course you CAN'T parry a brontosaur, that's absurd", then at some point you enter the fuzzy ground where it's more "hmm... well you *might* be able to parry that great troll maul / griffin claw / elephant tusk, but I'm not completely sure". Your judgement then, in the current case of parry-blocks-all-damage, is that you have to somehow imagine that a weapon parry could conceivably block all the damage / knockback / whatever before you can allow a parry to happen, ie a relatively arbitrary GM decision - and before you know it you're houseruling so you don't have to be quite so arbitrary. Whilst my point is, if you go with the old "parrying-weapons-absorb-a-certain-amount-of-damage-but-let-the-rest-through", then you have a watertight rule with no arbitrariness and you no longer have the problem of trying to decide whether the attack can actually be parried or not. Sure, you can *try* and parry that brontosaur / troll maul / griffin claw / elephant tusk / whatever, but you're probably gonna get squished unless you're sewn into your armor real good! Anyway, it's an old argument, and I'm completely happy with the new BRP paradigm as long as you *don't* separate Attacks & Parries - it's just that in my campaign we *do*, so I think I'll be houseruling. No big deal. Mind that bronto! ![]() Cheers, Sarah |