[Rq-rules] Re: Playing Using MRQ Rules
Bjorn Stolen
stolenbjorn at hotmail.com
Mon May 22 04:47:41 PDT 2006
>So, anyway, my first posting. Hope its not too shabby.
-Far better than my first post :-)
>Concerning aiming: I use a simplified version of aiming (modified RQ2/3),
>for the price of an additional 4 SR on the attack, the character (or
>critter)
>gets to roll either a d10 or a d10+10 for the hit-location, i.e. aiming
>either
>high or low. It works well for my players and for myself. For instance, if
>you want to slow someone down with missile fire, you aim low, having
>a decent chance of achieving that by either hitting legs or abdomen.
Aiming high/low is not as "bad" or unrealistic as aiming for "left nostril".
I concur totally with your wiew of how fighting works, and people that waits
for an opening or only aim for certain areas will make himself predictable.
The best is not to go there, making the rules to detailed. I've allways
thought it easier to let the base skill work out the results, then leave it
to the GM to tell the tale.
The manual I-33 (12th century sword and buckler sparring) allmost only aim
for the head/throat-section + the arms, that beeing the ultimate area to
hit. Therefore that's allso logically why those locations are best protected
in the defencive part of the manual.
It's still easy to defend leg-hits, belly hits, etc, reflecting someone
flopping his defencive posture. This is all best solved by lieving it to the
basic rules (roll to hit, then roll hit location, leaving it to the GM to
tell the tale).
To aim for a location is more about NOT AIMING at certain other locations. I
think the best rule would be to state where you aim, then roll hit-location.
If you roll a location you did not want to hit, you missed your attemt to
aim ;-)
More information about the RQ-Rules
mailing list