From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Wed 01 Sep 1993 - 18:46:51 EEST
> OK, ok, ok, mea culpa.
>
> In our game we just use roll * 5 or roll * 20. I admit it is not perfect,
> so shoot me. However it is a lot easier than the current table checking.
> The subtract 1 simply allows more critical hits/specials.
>
> I (and most of the players) are happy with the straight forward multiply
> rule since it is so much quicker to work out. I put in the subtract 1
> to satisfy the rule lawyers that lurk on the net and failed in that respect :-(.
> regards tim
>
>
>
Criticals/Specials/Fumlbes in RQ
The discussion about the chance of criticals in RQ led me to
take a gander at the table in the book. It goes like this:
Skill Critical Special Fumble
01-07 01 01 96-00
08-10 01 01-02 96-00
11-12 01 01-02 97-00
13-17 01 01-03 97-00
18-22 01 01-04 97-00
23-27 01 01-05 97-00
28-29 01 01-06 97-00
30 01-02 01-06 97-00
31-32 01-02 01-07 98-00
etc
This isn't a terribly memorable progression. The
values are being rounded off, and so the critical=skill/20 changes
from 01 to 01-02 at 30, rather than near any multiple of 20, and
the changes in specials don't happen at any multiple of 5.
As an alternative, try rounding up. The table then becomes:
Skill Critical Special Fumble
01-05 01 01 96-00
06-10 01 01-02 96-00
11-15 01 01-03 96-00
16-20 01 01-04 96-00
21-25 01-02 01-05 97-00
26-30 01-02 01-06 97-00
31-35 01-02 01-07 97-00
36-40 01-02 01-08 97-00
41-45 01-03 01-09 98-00
It increases the number of criticals, specials and fumbles, but
it is easier to calculate, and the "if (roll-1)x20 is a hit then
the roll is a critical" rule works.
Spell Attacks Heresy
A more heretical concept: I was thinking about the dodge/parry
Instead, try the caster just making the one POW x 5 roll,
controversy (ie should they be separate skills) and wondered
"could the dodge system work for spell attacks?". Currently
a spell attack needs a casting check (POW x 5 + magic modifier
for RQIII spirit magic) and then a MP vs MP resistance roll.
and the target doing the same as a dodge like defense ie if
the caster had a normal success, the target needs a normal
success to block, if the caster specialed, the target needs
a special or critical as well etc.
This would change the effects of having a high POW quite a bit:
instead of POW 20 opponents having a 50% chance of effecting
each other, it would only be 20% in practice(ie a special). The
chances of successfor widely differing POW changes as well: a
POW 10 against POW 20 would still have a 50% chance of blocking
most of the POW 20 attacks, and has a 10% chance of a special.
Could this be a system RQ Lite could use? Has anyone tried to
do this before?
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
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