[Rq-rules] Playing Using MRQ Rules
Andrew Mellinger
andrew at crashbox.com
Tue May 16 07:03:12 PDT 2006
> Simon Phipp wrote:
>> Using parts of the MRQ rules, I have noticed a few niggles.
>>
>> We use the Combat Options, which allow people to do more in combat
>> than they could before. One option is to aim for a location, another
>> is to aim to ignore armour. Aiming for a location is fine, but I
>> prefer to use SR delays to move the location die. Aiming to ignore
>> armour is potentially campaign destroying. At the moment, our group of
>> 50%-70% PCs can pretty much take out foes with any armour, given time,
>> just by ignoring armour. They went up against a group of Rhino Broos
>> (6 point skin and 6 point rhino cuirboilli) and went through them like
>> a hot knife through butter.
> I would argue that aiming around the armor wouldn't work on natural
> skin armor... and would have penalties depending on how dense the
> coverage of the armor.
I haven't had an opportunity to follow MRQ rules at all, but my first
reaction is that NOT allowing aiming around natural armor is a Bad Idea.
Natural armor must be more flexible in certain areas (armpits, for
example) that allows movement. So to say that it is uniform is
unrealistic.
Without knowing the exact rules I can't provide a numeric suggestion.
However, doing something based on 'armor density' sounds like something
that should be investigated. Maybe require different modifiers for
different densities when trying to aim around, or something like that.
-Andrew
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