[Runequest] Runequest Digest, Vol 30, Issue 32
Andrew
bgecko at bigpond.com
Tue Nov 23 08:56:12 UTC 2010
Yep, -50% in my group. Highly skilled fighters not disadvanatged too much
and a novice is almost no chance. Simplest and easiest way we have found.
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> Today's Topics:
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> 1. Re: Runequest Digest, Vol 30, Issue 25 (Tony Den)
> 2. Re: Runequest Digest, Vol 30, Issue 25 (Bj?rn Are St?len)
> 3. Re: Runequest Digest, Vol 30, Issue 25 (Styopa)
> 4. Re: Runequest Digest, Vol 30, Issue 25 (Bj?rn Are St?len)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 22 Nov 2010 14:10:39 +0200
> From: "Tony Den" <postmaster at runequest.za.org>
> To: "RuneQuest Rules" <runequest at rpgreview.net>
> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
> Message-ID:
> <c9ed7b1a6c1ce347f54d74d6eb5239d5.squirrel at wwm.runequest.za.org>
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>
> ES Wrote:
>> I also use this RQ3 rule, but instead of halving the skill, I apply
>> a -50%
>> modifier, which I think is fairer, IMHO.
>> I'm still not convinced by the new MRQ2 rule, where you can hit your
>> enemy's
>> head just by rolling a successful hit and him/her an unsuccessful parry.
>> And
>> you?
>>
> I tend to agree. On both accounts. Going at half skill could be the other
> way to go, but maybe that gives some advantage to a bloke with low skill
> and penalises a lad with high skill? But yes IMO a called shot is always
> harder to do, takes more concentration, even for a grand master, so there
> should be some sort of preperation or penalty to balance the game.
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Mon, 22 Nov 2010 20:58:13 +0000
> From: Bj?rn Are St?len <stolenbjorn at hotmail.com>
> To: Rune Quest mailgruppe <runequest at rpgreview.net>
> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
> Message-ID: <BLU157-w24EA4021ACEAA20CFB5678BB3D0 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
> I like this. I fight Historical european longsword, I have allso tried the
> I-33 manual. In addition, I fight re-enactment-fighting, and allthough you
> can question realizm in a light contact-system, all of my experiences
> support that you don't aim when you're engaged in a melee-fight. If you
> really wanted to have aiming as an integrated part of the combat-system,
> you could have advanced tables based on statistics from melee-fights.
> Certain angles of attacks usually results in certain areas hit. For
> instance when two people with swords of the same length, you generally
> don't see that many hits in the legs, and if there are leg-hits, it's
> usually because one of the fighters are vastly inferior to the other
> person. IMO it's far to many variables.
>
> Personally, I've made house-rules where you drop "dodge", "parry" and
> "attack" as separate skills, you simply have "fight". Fighters then roll
> opposed rolls inspired by the resistance-table in RQ3, and the margin of
> success on your opponent (say both have same skill, you then have 50 -
> 50%, if you roll-say 10, you have a margin of success by 40. If your
> opponent roll 60, that's a +10, with a total margin of success of 50)
> determines how much fluff you can impose on your victim. Suggestions of
> options is given a margin of success-value that the winning-player can
> choose. The ability to aim is one of those options.
>
>> Date: Thu, 18 Nov 2010 15:05:35 +0000
>> From: snarks at gmail.com
>> To: runequest at rpgreview.net
>> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
>>
>> Pete Nash:
>> > As for allowing regular selection of 'Choose Location', well that is
>> > exactly
>> > what happens in a real armed combat between two competent fighters.
>> > ... but if your opponent can't get their block or ward up
>> > in time then you will hit them in the face because it is precisely what
>> > you
>> > were aiming for.
>>
>> From my limited experience of LARP fighting, you take the shots that
>> you can get. I might want to hit the guy somewhere specific (head
>> shots were forbidden for safety reasons), but he's got a shield or
>> weapon in the way most of the time, so I mostly ended up hitting
>> people in the ankles. So a "failed" parry might well mean that I get
>> to hit him, but not where I wanted to.
>>
>> I think I might try running my next MRQ fight with a rule mod: Choose
>> Location can only be picked on an unopposed melee attack. The tank in
>> my group has a bonus CA from Enhance INT and Enhance DEX so in most
>> 1-on-1 fights he gets one or two free hits anyway.
>>
>> Phil.
>> --
>> Don't you just hate self-referential sigs?
>>
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> Message: 3
> Date: Mon, 22 Nov 2010 16:05:45 -0600
> From: Styopa <styopa1 at gmail.com>
> To: RuneQuest Rules <runequest at rpgreview.net>
> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
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> 2010/11/22 Bj?rn Are St?len <stolenbjorn at hotmail.com>
>
>> Personally, I've made house-rules where you drop "dodge", "parry" and
>> "attack" as separate skills, you simply have "fight". Fighters then roll
>> opposed rolls inspired by the resistance-table in RQ3, and the margin of
>> success on your opponent (say both have same skill, you then have 50 -
>> 50%,
>> if you roll-say 10, you have a margin of success by 40. If your opponent
>> roll 60, that's a +10, with a total margin of success of 50) determines
>> how
>> much fluff you can impose on your victim. Suggestions of options is given
>> a
>> margin of success-value that the winning-player can choose. The ability
>> to
>> aim is one of those options.
>>
>>
> So would you roll one roll per round, with that including both players
> "attacks" and resolved essentially simultaneously, or on each of their
> actions do they get an "attack" resisted vs the opponent's "fight"?
>
> If you have an expert against a novice - say 120% vs 20%, there's no
> conceivable way the novice can get lucky?
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> Message: 4
> Date: Mon, 22 Nov 2010 22:30:26 +0000
> From: Bj?rn Are St?len <stolenbjorn at hotmail.com>
> To: Rune Quest mailgruppe <runequest at rpgreview.net>
> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
> Message-ID: <BLU157-w155092F352C395F2661ADDBB3D0 at phx.gbl>
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>
> I still use the fumble-rules. So no matter how lousy your opponent is, you
> are allways perfectly capable of screwing up stuff :)
> I'm actually home from WMA-class today, and as I was teaching a beginner
> parrying-principles, I decided to be very obvious and overdo the
> movements. Result: I managed to hit myself in the head with my own
> sword.... So fumbles are allways a funny addition to a combat system. I
> allso allow for criticals. During one round, both contestants gets one
> roll each, not one roll pr. turn of combat. So both could get criticals (I
> think I decided those would cansel eachother out), one can crit and the
> other fumble, or both can fumble. The advantage IMO with my system is that
> you don't have to decide what penalties you get when you want to aim,
> aiming is a reward you can "shop" if you earn it, much as it is in real
> combat; it's only when you've managed to out-manouver the opponent you get
> the luxury of aiming. I've never been able to aim on beforehand, and
> having much chanse of hitting there. But when I manage to seize the
> initiative, press the opponent on defence, when the enemy does somthing
> remarkably stupid or if I manage to do a technique particularily well
> (like an elbow push that spins my opponent around so he's having his back
> towards me) -only then can I aim. The aiming itself is peace of cake, it's
> the setting up for the kill that is the difficult bit. IMO it's a bit like
> playing chess, to do the chehk-mate-move itself is probably somthing even
> a 4year old can do, it's the winning that is the difficult part.
>
> But I'm not saying that my system is perfect, there are many weaknesses
> with it, like:
> *several vs. one opponent
> *different weapons facing eachother, range, etc.
> *I've allso been thinking hard on wether wrestling should be integrated
> into "fight" as well, as wrestling is the fundament and 100% integrated
> into the sword, spear and dagger-sections of all medieval martial manuals
> that have survived since the medieval/renissanse period. THis is a
> neglected aspect of all fantasy roleplay-rules.
>
>
>
> Date: Mon, 22 Nov 2010 16:05:45 -0600
> From: styopa1 at gmail.com
> To: runequest at rpgreview.net
> Subject: Re: [Runequest] Runequest Digest, Vol 30, Issue 25
>
>
> 2010/11/22 Bj?rn Are St?len <stolenbjorn at hotmail.com>
>
>
> Personally, I've made house-rules where you drop "dodge", "parry" and
> "attack" as separate skills, you simply have "fight". Fighters then roll
> opposed rolls inspired by the resistance-table in RQ3, and the margin of
> success on your opponent (say both have same skill, you then have 50 -
> 50%, if you roll-say 10, you have a margin of success by 40. If your
> opponent roll 60, that's a +10, with a total margin of success of 50)
> determines how much fluff you can impose on your victim. Suggestions of
> options is given a margin of success-value that the winning-player can
> choose. The ability to aim is one of those options.
>
>
>
>
> So would you roll one roll per round, with that including both players
> "attacks" and resolved essentially simultaneously, or on each of their
> actions do they get an "attack" resisted vs the opponent's "fight"?
>
>
> If you have an expert against a novice - say 120% vs 20%, there's no
> conceivable way the novice can get lucky?
>
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