ReQuest rules.
This page provides information about significant rules 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.