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Mortilas

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Posts posted by Mortilas

  1. Greetings there !

    I'm a long time french game master of Runequest (the original first edition was the very first RPG i bought after reading a review).

    I apologize ahead of time if the topic was covered elsewhere. I have big expectations about the upcoming new project but i wanted to share some ideas about a precise issue that had bugged me for a long time in the combat rules of the original system.

    The Attack/Parry system worked fine until the skill % reached 90-100, but then the fights dragged because parries wouldn't fail often enough unless, of course, magic allowed someone to shift the balance. I happen to have done some ancient fencing and the idea that a fight between two novices would be shorter than a fight between two master at arms didn't feel right to me. More importantly, it didn't really feel dramatic either from a movie point of view. Apart from combat, there also was the issue of comparing opposed skill successes (social interaction, perception vs stealth ...).

    That's why i liked the idea of "the highest roll among identical levels of success (normal or critical) beats the lowest",

    • it shortens the fights between high skill fighters and also felt "intuitively right".
    • it adresses the issue of conflicting skill rolls (not only combat related)

    Another approach was also used in  the Hawkmoon RPG :

    • you could parry several times in a round but your parry % would drop by a cumulative 20% each time.
    • a Master (90%+) gained a free attack after each successful parry but each successive attack would drop his skill by 20%, cumulative too.
    • The consequence of that was that a fight between Masters would lead to a flurry of  attacks / parries / riposts until one failed or was hit. That "felt" much more dramatic (and also more realist for the fencer in me *winks*).

    I am unsure which system the designers are leaning towards but i really want to point out that the gaming tables i ran stumbled on that issue several times, either because of realism or storytelling rythm concerns.

     

     

     

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