From: tsl@cs.mu.OZ.AU (Tim Leask)
Subject: RQ - Combat System Modification
Organization: Computer Science, University of Melbourne, Australia
Date: Tue, 15 Dec 1992 23:24:55 GMT

The following is a suggested modification to the RQIV draft rules.
Do away with the action system.
These changes could be used in any flavour of RQ.
I'm interested in any comments or suggested modifications.

Under my proposed scheme a player can now declare 
 -  a "standard" combat mode
 -  an "all-out attack" combat mode 
 -  an "all-out defense" combat mode

Standard Mode
Player Character states who is to be their target(s) then combat begins.
When someone attacks the PC, the PC gets the choice of ignoring
the attack (i.e. just take the blow and hope) or trying to parry/dodge.
If the PC parry/dodges then their attack is then delayed until their
normal attack SR plus their DEX SR or a further DEX SR strike ranks from
when the attack took place which ever comes last.
e.g. PC gets attacked on SR5 , just before their attack on SR6, they
can either ignore the attack and continue with theirs on SR6 or parry
and delay their attack until SR 8 (assuming DEX SR 2). If the DEX SR add
carries them past the end of the round they attack early in the next round 
instead. If the PC is attacked again, say on SR 7 then their attack would
be delayed until SR 9.  They can keep on parrying blows but their attack will 
keep being delayed.A second attack can be made 2 + DEX SR strike ranks after 
your first attack this attack suffers the same delay effect for parrying
as the first.
e.g. given an initial SR of 6 and DEX SR of 2 the PC could attack again on SR10
unless they had to parry during the round.
Parries/Dodges of each opponent after the first are reduced by 30%.
e.g. Rurik is fighting a Dark Troll and two trollkin. He nominates the
Dark Troll as his primary opponent. He has his full parry chance against him.
Against the first trollkin he reduces his parries by 30% and against the second
trollkin he reduces his parries by 60%. 

All-Out Attack Mode
The PC cannot parry or dodge but as a bonus can reduce their DEX SR by 1 for the
round - (justification: you don't slow down to look at what others are doing)
Someone beserk on fanaticised would also get this SR reduction.

All-Out Defense Mode
Parry/Dodge skill is reduced by 20% for each opponent after the second.
No attack possible.


Further Notes
Two blows cannot be parried on the same SR with the same weapon.
Dodge can be applied to multiple opponents on the same SR but is reduced by
30 % for each opponent after the first.
If two opponents attack on the same SR the one with higher DEX goes first.
If their DEX is the same roll a die to decide each round.

Suggestions for Movement Effects on combat
If moving at a walk - no penalty
If moving at a jog - 30% penalty to combat skills
If running - 60% penalty to combat skills

Spells and combat
Spells targeted on someone else count as an attack regardless of the spell
(e.g. healing someone else counts as an attack) a subsequent weapon attack 
can follow 2 + DEX SR strike ranks after the spell attack or at
the normal attack SR for that weapon + 2 + DEX SR which ever comes last.
e.g. Rurik's spear attack is strike rank 6 he has DEX SR 2.
He casts befuddle at a trollkin which comes off on SR 4 his attack has
to be delayed until SR 10. If he parries he won't get an attack in this
round.
Alternatively another spell may be cast after (DEX SR + MP of spell)
strike ranks later.

Spells targeted on ones self, including objects in hand etc., cause no delay 
to attacks.

Other Suggestions
With regard to the "special result" combat options I'd rather see a separate
skill for these effects. 
e.g 1h sword Riposte skill - skill can never exceed your 1h sword parry.
If a blow is parried  then a successful roll allows an immediate attack at -20%.
If a special parry is rolled then the attack is made at no penalty if
a critical parry is rolled then add 20% to your attack chance.
If multiple attacks are parried then an additional 20% penalty applies to
each successive attack.
Similar skills could be worked out for the other attack forms. This is
just off the top of my head.

So what do you think?

Cheers,
Tim

p.s. I'd appreciate any playtest feedback.
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