[Rq-rules] Srtike Ranks
Anders Swenson
anders at california.com
Thu Oct 18 15:16:15 PDT 2007
On Thu, 18 Oct 2007 09:47:01 -0700
Wayne Shaw <shaw at caprica.com> wrote:
> At 06:59 AM 10/18/2007, you wrote:
> >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
>
> Its not a huge problem with and individual opponent, but the more opponents
> yhou have out there, the easier it is to lose track of the SR delay because
> of movement among varied opposition.
>
I point out that in RayQuest we dispense with them entirly, see the rules for
Fire and Sword at my polyhedral.net site.
--Anders
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