[Rq-rules] Thanks!
Fred Vogel
darthvogel at hotmail.com
Thu Oct 18 06:59:06 PDT 2007
SRs were one of the things I have come to like about RQ because it doesnt make everything have to happen within an arbitrary time window. SRs to me make things simple because you don't so much have the round any more; actions cost time, the inate abilities of the characters modify their effective action SR, weapon impact on combat is modeled by giving it an SR modifier. It only makes sense to me that movement is captured by dividing up a characters movement rate and allowing a mix of movement and combat within the round. In short I really like it an think it actualy de-complicates things.
I don't understand why incoroporating movement into this concept (which to me is natural) would add any complexity; but when our group does combat, we head to the table top, so positions are tracked automatically by the pieces as combat develops. I think another thing that probably helps us is the fact that we are not super anal about things in the Panzer Blitz way. We just want things to roughly approximate things that we want modeled and for instance, could care less that a sword is 2.5' long and a dagger is 8" long.
In short, for whatever reason, I have really enjoyed using the SR concept and it works for our group very well; but its value is probably a function of style of game play, how you execute combat where you play, and how deep you like to get into the nitty gritty of minute details (although SRs would seem to appeal the to the overly anal crowd at least at first glance).
Fred> Date: Wed, 17 Oct 2007 13:19:59 -0700> To: rq-rules at crashbox.com> From: shaw at caprica.com> Subject: Re: [Rq-rules] Thanks!> > At 12:57 PM 10/17/2007, you wrote:> > > >As the inventor of Strike Ranks, my suggestion is to ignore them > >entirely. Second best would be to revert to RQ2 style strike ranks, > >where they are only used to determine initiative between two > >fighters once they have engaged. I invented them originally to try > >to lend some authenticity to D&D combat. Once you actually think > >about them long enough, you realize there are so many special cases > >(what happens to long weapons when the fighters close? Does the > >weight of the weapon influence how fast it moves? etc.) that it > >becomes far more trouble than it is worth.> >> >The RQ3 attempt to incorporate movement (NOT my idea, though I > >didn't particularly fight it) took Strike Ranks away from any real > >use except to encumber combat, as Wayne points out.> >> >Throw them out and either use straight DEX or some DEX+die roll for > >initiative, or use RQ2's system.> > Even with the special casing, I found that the older version provided > enough of a feel of distinction to be worth the trouble; it was at > the least no worse than other fixed or random initiative > systems. But the movement thing really was a pain in the behind.> > _______________________________________________> RQ-Rules mailing list> RQ-Rules at crashbox.com> http://crashbox.com/mailman/listinfo/rq-rules
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