ReQuest rules.
This page provides information about significant rules changes.
Generic Changes
Rule
|
My version |
RQ original |
Reason for change |
Combat Actions |
Fixed number of 2 CAs. |
# of CAs varies between 1-4 depending on DEX |
Partly simplicity but mostly because the extra CAs are hugely unbalanced. |
Initiative |
Your initiative equals your Strike Rank plus 1D10 rolled once at the beginning of combat. |
Initiative equals your SR+d10, rerolled every round. |
Partly to speed up play, partly design philosophy. Random element included at player request. |
Critical Hits |
Includes an armour piercing element equal to your actual dice roll. |
Maximum weapon damage. |
This improves the effectiveness of critical hits against armour - has been balanced by dropping the armour penalty. |
Opposed rolls |
Succeeding your roll but losing the contest results in a partial success. |
Replaces "downgrading" |
Downgrading leads to anomalous results, especially in combat. |
Parries and Dodges |
New combat matrix. (See below.) |
Old combat matrix |
The effects of parries and dodges have been rewritten to work properly with partial successes so that no matrix is needed. |
Basic Skills List |
Different selection of basic skills. Added culture, disguise and insight as basic skills, folded all the lores together. |
|
This purely to reflect my beliefs about what constitutes key skills and also to incorporate later RQ products such as the GM's Handbook |
Skill base scores |
All bases are derived from 2 stats added together with occasional modifier |
base scores are random |
No real rhyme or reason to original base scores. |
Dedicated POW |
Does not reduce skills based on POW |
does reduce such skills |
Simplifies book-keeping. This is now an official RQ rule. |
Armour Penalty |
Penalty based on Encumbrance |
Penalty based on Armour Points |
Not as crippling, penalty becomes based on encumbrance of armour rather than its protectiveness |
Parry summary:
critical success - block all damage, ignore knockback and can riposte using a reaction.
Normal success - parry weapon blocks 2*APs in damage
partial success - parry weapon blocks 1*APs in damage
Dodge summary:
critical success - attack misses, attacker becomes vulnerable.
normal success - attack misses.
partial success - take 1/2 damage (rounded down as normal.) This is before damage reduction due to armour etc.
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