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Has anyone memorised the RQG attack and parry results table?


Paid a bod yn dwp

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Just wondered if regular players are able to commit the attack and parry results table to memory? 
 

I like the nuance of attack and parry  results in RQG better then previous editions, but have not yet totally cracked the code to commit to memory. 
 

RQ2 and RQ3 were much easier to memorise in this regards. Am I foolish to even try? What’s the magic universal formula? 

Edited by Paid a bod yn dwp
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3 hours ago, Paid a bod yn dwp said:

Just wondered if regular players are able to commit the attack and parry results table to memory? 

A few of my players (probably half) know it by heart. It's not that complex.

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7 hours ago, Paid a bod yn dwp said:

Just wondered if regular players are able to commit the attack and parry results table to memory? 

No, it's far too complicated.

It is much easier to screenshot the table and put it as an image on Roll20.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

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21 hours ago, Orlanthatemyhamster said:

Isn't it on the DM's scream? 

Yes, in the GM Reference, p 10, but it is still easier to have an image in Roll20 to pull up when needed.

Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. 

www.soltakss.com/index.html

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There are a few exceptions in the table but if the attack is successful, the matrix is generally a "compare success level" mechanic. Looking at the Attack/Parry Table: 

A) If attack fails and defender rolls a... (refer to C below for Fumbles)

  • Failure - Attack and Defense miss
  • Normal parry - Attack is parried, deflected or missed. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP reduced by 1 HP if damage over its current HP.
  • Special parry -Attack is parried, deflected or missed. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by any damage over its current HP.
  • Critical parry - Attack is parried, deflected or missed. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by the damage rolled.

B) If attack succeeds, compare Attacker and Defender success level where Critical = 2, Special = 1, Normal, Fail or Fumble = 0 (refer to C below for Fumbles)

Success Level (Attacker SL - Defender SL)    

  • Attacker wins by 2 - Attacker rolls max special damage. If Defender’s roll is successful, damage equal to weapon HP is parried and affected hit location takes any excess damage and ignores armor. Parrying weapon takes damage rolled to HP.
  • Attacker wins by 1 - Attacker rolls special damage.  If Defender’s roll is successful, damage equal to weapon HP is parried. Parrying weapon and affected hit location takes any excess damage.
  • Both are equal - Attacker's roll is successful, rolls normal damage. If Defender’s roll is successful, damage equal to weapon HP is parried. Parrying weapon takes 1 HP damage if damage more than its current HP. Any excess damage goes to the affected hit location.
  • Defender wins by 1 - Attack is parried, deflected or missed. Defender rolls parrying weapon’s normal damage. Attacking weapon’s HP reduced by 1 HP if damage over its current HP.
  • Defender wins by 2 - Attack is parried, deflected or missed. Defender rolls parrying weapon’s special damage. Attacking weapon’s HP reduced by any damage over its current HP.
     

C) When a Fumble is rolled, roll on the Fumbles Table

 

Now, to put it out there, framing it that way does not make it easier to understand. What it does is help see the system behind it and instead of having to remember 25 results  (a 5x5 matrix), there are only 10 results to remember with 2 of them not really difficult to remember (when you roll a fumble, roll on the fumble table, and when you both fail, well, you both fail). 

Also, what I wrote above is not 100% aligned with the official Attack/Parry table as there are at least two exceptions. On the matrix, a failed attack against a fumbled parry does normal damage. I tend to just ignore this exception as it is already taken care of on the fumble table (results 87 and above). Second, the core book matrix states that a critical attack delivers maximum special damage against a special parry. In my summary above, it would be "Attacker wins by 1 - Attacker rolls special damage". The starter set matrix does not agree with the core book matrix on that.

 

Edited by DreadDomain
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On 2/16/2022 at 9:49 PM, Paid a bod yn dwp said:

RQ2 and RQ3 were much easier to memorise in this regards. Am I foolish to even try? What’s the magic universal formula? 

They were much easier because the attack and defense results were mostly independent of one another instead of comparative. For RQ3, I think it went mostly like this:

Attack Results    

  • Critical - Inflict maximum special damage, bypasses armour
  • Special - Inflict special damage
  • Normal - Inflict normal damage
  • Fail - Parried, deflected or missed
  • Fumble - Parried, deflected or missed, roll on Fumbles Table

    
Parry Results    

  • Critical* - The attack is parried
  • Special* - Damage equal to weapon AP is parried. Any excess damage goes to the affected hit location.
  • Normal* - Damage equal to weapon AP is parried. Any excess damage goes to the affected hit location. Parrying weapon takes 1 AP damage if damage more than its current AP. 
  • Fail - Missed defense
  • Fumble - Missed defense, roll on Fumbles Table

* Successful Parry versus Failed Attack: Roll parrying weapon normal damage. Attacking weapon's AP is reduced by any damage over current AP

It was a lot more straight forward.
 

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