[Rq-rules] Specials and Criticals

Paul Cardwell carpgachair at yahoo.com
Sun Mar 4 10:58:29 PST 2007


--- Gary Sturgess <gazza666 at gmail.com> wrote:
> The main disadvantage (IMHO) of the 1/5 and 1/20
> rules in RQ is that
> it's annoying having to constantly look at the
> chart, as many people
> can't do that sort of calculation instantly. In RQ
> as well you don't
> REALLY want impales on every alternate hit, and
> especially not
> criticals on every 4 attacks - that would make what
> is already a
> somewhat lethal combat system into something even
> worse. (Of course
> you can change what criticals and specials do, as
> well, but the point
> is that merely changing the frequency isn't really
> enough).
> 
> In our group we chuck a d20 along with the d100. If
> the d20 is a 1,
> and the d100 roll is a success, then you critical.
> If the d20 is 1-4,
> and the d100 roll is a success, then you special. If
> the d20 is a 20,
> and the d100 roll is a fail, then you fumble. The
> odds are the same as
> the standard system but it avoids calculation.
> 
> It does get a bit messier with skills over 100%. For
> something from
> 101-200, you first of all work out the "Mod 100"
> part (take the skill,
> and subtract 100). Then:
> 
> - If the d20 roll is a 1, you critical, regardless
> of what the d100 roll is.
> - If the d20 roll is a 1-4, you special, regardless
> of the d100 roll.
> - If the d20 roll is a 5, then you critical if the
> d100 roll would be
> a success for the Mod 100 part of your skill.
> - If the d20 roll is a 5-8, then you special if the
> d100 roll would be
> a success for the Mod 100 part of your skill.
> - Fumble rule as per normal*.
> 
> *Except that in my game I make automatic failures on
> 97-100 for skills
> from 101-200, 98-100 for 201-300; that's a house
> rule, obviously.
> 
> You can extend this up for 201-300, 301-400, and
> 401-500. If you have
> the need for skills beyond 500%, then the simplest
> approach is to just
> divide the skill by 5 and then treat the skill as
> "powered" (ie a
> fumble is a failure, a failure is a success, a
> success is a special,
> and a special is a critical); this isn't strictly
> speaking 100%
> accurate but if you have PCs with 510% 2H Sword
> Attack skills you're
> already stretching BRP quite a bit. :)
> -- 
> GAZZA

Or you can just do as Mythworld and keep the RQ
percentages to special and critical and save the math
in the game because these figures are listed with each
weapon/use on the character sheet following the basic
percentage to hit.

Yeah, it means creating your own character sheet, but
it will still save time in the long run.

Paul Cardwell


 
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