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I saw it rarely too, but they did start splitting sometimes when weapon skills got up towards 150%+. It was a very effective way to wear down a powerful npc opponent. They would wolfpack and sometimes reduce the npcs defense by 90-120% and then attack again. Very effective indeed. I think the highest skill was one had 180%, so he was still getting a critical chance of 26% on the 'real' attack. Did not see it used at the start, when the highest skill was 105% or so, but I don't know if that was choice or simply that they didn't know the system well enough yet.
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Ah yes, that makes sense. It's funny how game mechanics effect play. Using Elric!/SB5 as a base, it seems to be most effective for the PCs to gang up on a given individual per round, the weaker the better. Those -30% add up.
Oddly enough, most of my players haven't clued into this. I don't know why, and I'm very happy they're playing through the story rather than gaming the rules.... Edit: Oops, I began the post and got busy with other things. The above response is to badcat. To Lord Twig, that makes sense. I've read, but have never actually played RQ3. I'm coming from the Elric!/SB5 rules. Last edited by Chaot : 2 Weeks Ago at 00:22. |
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In RQ2 there was no need as RQ2 had Anti-Parry, so someone with 250% Bastard Sword Attack fighting someone with 50% defense knocked 100% off the opponent's parry, so skill had a massive effect on combat. Of course, we used to split attacks, parries and defense against multiple opponents, so a high-level statement of intent could involve 7 or 8 splits, but we managed without a problem. In RQ3 there was no anti-parry concept, so two very skilled opponents could virtually guarantee that they could parry any attacking blow, so if both sides had enough armour and a good parrying weapon then combat could take a long, long time to resolve. As most people over 100% were Rune Lords, they usually had iron weapons and armour and probably had some magic, so they had a lot of APs. Eventually, we got around this by allowing multiple splits against the same opponent. This meant that skill became important again as someone with higher attack/parry skills could split 3 times and force the defender to split parry three times which sometimes reduced them to less than 95% Parry chance. When we double-teamed an opponent it was even better as both attackers could split attacks, leaving the defender splitting his parries 4, 5 or 6 times. In an ideal world, I'd use RQ2 Anti-Parry and also allow multiple splits against the same person. That way, skill is the main driver in a combat. I sometimes played a centaur who had 5 legs and a spider mask that meant he could cast Transform Head once a week. When fully tooled up he went in with Spear, Hoof, Bite and Punch. He normally went in Fanatically or Berserk so he was attacking on between 200%-260% so he would split Spear/Spear, Hoof/Hoof, Bite/Bite, Punch coming in on SR 2/7/12, 5/10, 5/10 as his Hoof and Bite were considered independent attacks. He wasn't that effective against very skilled opponents, but he went through supporting initiates like a combine harvester, leaving the rest of the party to concentrate on the big hitters.
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Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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I don't know how BRP will scale, Stormbringer doesn't really scale in the same way that RQ used to because of the -30% rather than the 50/50ish splits, so a powerful Stormbringer character will have a lower pecentage skill than a RQ character of similar game ability/effect. I don't have BRP0 so I can't comment on its scaleability. But, if you use the old RQ rules for high skills they work just fine. I can't see them being incompatible with BRP.
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Simon Phipp Wallowing in my elitism since 1982. Never in a million years / 420 Many Systems, One Family RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html |
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BRP0's sample Galactic Knight has Energy Sword 150%, Martial Arts (in Energy Sword, presumably) 80%, and various psychic abilities you might expect. The rules say a "cinematic" campaign can allow missile-weapon parries, as "extraordinarily rare combat feats", at full skill if they first make an Agility roll.
There's no mechanic I can see for targeting parried laser-bolts, though... So I'd suggest allowing further "special abilities" to be chosen for every, say, 50% of Martial Arts - and that sort of fancy parrying could be one such special ability. Would that do?
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280/420 |
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Cheers, Nick Middleton
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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 |