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Categories
Discussion
Main - Rune Quest
RE: Combat Rules
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Author:
Tom Cantine
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Time:
23.01.2003 09:08
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Text:
> To make the dodge even more attractive, you could say that
> a successfull dodge is successfull no matter how well the
> attacker hit. (In my oppinion it's logic; you either dodge,
> or you don't)
Except that it would really be unpleasant to be playing the novice peasant with a 30% attack and roll that rare critical, only to find that your opponent, the nasty rogue who's been terrorizing the village, rolls a 73 for his 74% dodge skill. Having a critical reduced to a mere special isn't nearly so hearbreaking as missing completely. A critical ought to take some real effort to dodge, after all.
> To decide which house rule (or interpetation of the rules)
> to use, one should try and figure out what is meant by the
> dodge skill in the first place. Since one combat turn with
> it's one attack and parry acording to the rules is about
> 10-12 seconds of fighting, one must asume that they allso
> includes moving and small dodges in addition to feints
> stabs and thrusts. That's why I,ve never used it.
Ah, but that's why I LIKE dodge, mostly, as it's written. You may have missed the bit about how dodge is applied to ALL attacks from a single opponent. That means that you get a dodge roll at your full skill level against EACH of the many-armed monster's attacks. Splitting your dodge when you're over 100% means you get a 50%+ dodge against all of TWO opponents' attacks.
Dodge is inherently structured as part of a 12 second melee round with lots of movement, attacks, feints and ripostes.
> To furder improve it, you could say that a special success
> let you move (spin\jump\roll\feint\etc.) around your foe,
> so that his back ends up towards you, and a critiacal dodge
> could give you one free attack. ...Hmm, I liked that; think
> I'll use it!
> -Thanks!
Let me know how it works.
> The way I see it, a parry is either a divertion or a block.
Yes, and that will usually depend upon the nature of the attack (and to a lesser extent on the parrying weapon). Against a thrust, you would almost always be deflecting the attack, except perhaps with certain heavy shields, whereas against a slashing or swinging weapon, blocking is usually more expedient.
> Divertion is to prefere not only against thrusts, but allso
> blocks. Blocks are only prefered when you use the energy
> gained/ lost from the block to your advantage.
But diverting a slash is much more difficult, and should only occur on a special success or better. Most of the time, one is lucky to get one's weapon in the way in time.
> > ..parries against thrusting attacks be treated as dodges
> are,
> > shifting the success of the attack by the success level
> of
> > the parry,
>
> I think I don't agree here (provided that I get your point)
> but it's all about hou one interpits the situation and the
> existing rules. Even if a thrust only takes Quote"...a
> child's strength to parry", the thrust is still is very
> quick and lethal if striking home.
Of course it is; a spear does 1D8+1, which is pretty nasty. The point here is simply that a successful parry against a successful thrust will shift the level of success of the hit, not modify the damage inflicted. An impale that would have done 2D8+2 (upon hitting the heart) might be diverted just enough to miss the heart, but it'll still hurt, and maybe even kill anyway.
> Since the combatrules of RQ in my oppinion are quite
> general compared to reality, I think that a special success
> \ critical success could be described as much more than a
> simple thrust, parry or blow; -rather a series of feints,
> ruses and deceptive moves, leading to the result.
Any number of interpretations are possible of any given melee round. Of course we shouldn't fall into the trap of thinking each SR corresponds to 1.2 seconds, and our guys take turns swinging or thrusting every 12 seconds. A critical hit can be anything; all the game rules really say is that it does the most damage one could have done, ignoring armour. Interpret at will.
> So say a special thrust attack against a simple parry could
> be described as folows:
> A: stabs with a longsword against B's abdomen. B: moves his
> sword sideways to sweep the incoming blade aside. But A:
> had forseen this move after percieving his opponent during
> the fight, and sweeps under the pommel of B's sword midair,
> and strikes home, doing doubble damage. B. dies in agony
> wondering where A's blade went...
See my interpretation of simple parry versus special thrust above. (It would have hit the heart, but was diverted into the shoulder.)
> ...and you could move on with teqnices, counters, and
> counters to the counters, etc. in a deadly dance of
> agility, distance, timing, self asteem, experience, faints,
> ruses and deception. All of the above would take no more
> than 1 second to execute.
I'd rather leave those things to the interpretive process than make up rules for them, though.
> Actually, acording to what I know about real life, you
> really don't need one single AP to successfully parry a
> thrust, or even blows. I think that's why a hand gets four
> AP free if used for parrying in the RQ rules.
I was in fact thinking of just that when I put in the 1 AP requirement, knowing that a bare fist parry has 3 AP (though we always had 4AP since our characters were usually wearing sturdy leather gloves...) A fist parry against a spear thrust is perfectly legitimate.
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Message threads
| Topic: |
Author: |
Time: |
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Tom Cantine
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09.01.2003 08:31
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Bjorn Are Stolen
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20.01.2003 15:55
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Tom Cantine
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23.01.2003 09:08
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Bjorn Are Stolen
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23.01.2003 13:43
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Tom Cantine
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24.01.2003 09:51
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Bjorn Are Stolen
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24.01.2003 11:14
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Tom Cantine
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25.01.2003 07:04
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Bjorn Are Stolen
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25.01.2003 13:58
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Tom Cantine
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26.01.2003 01:18
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Tom Cantine
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28.01.2003 06:24
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Bjorn Are Stolen
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28.01.2003 15:37
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Tom Cantine
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29.01.2003 06:07
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Bjorn Are Stolen
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30.01.2003 13:09
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Tom Cantine
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01.02.2003 04:50
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