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Rivers of London RPG: An Interview
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<blockquote data-quote="Bilharzia" data-source="post: 8112804" data-attributes="member: 6970322"><p>Weapon length is very much present in Mythras, in the form of weapon Reach. Initiative replaces strike rank, it just doesn't use weapon length since Reach covers it. Action points and the cycle/round structure might seem like big change, but effectively there's not much difference if you default to 2. Weapon reach is more consequential in Mythras if you're using the Reach rules, compared to RQ2/3 since a long-weapon defender is able to keep a shorter weapon adversary at bay. </p><p></p><p>The 'damage reduction system' you're referencing is used when parrying, it's simply a less crunchy replacement for working out attacks Vs parries, instead of matching damage Vs ap/hp in RQ2/3, Mythras uses weapon Vs weapon size, including shields which by their nature are unusually large for one-handed weapons. This makes shields a good choice for parrying compared to other "normal" weapons.</p><p></p><p>Special effects are not based on random differences, they are chosen when you achieve a level of success Vs an opponent. They expand effects such as impale, slash, crush from RQ2/3 but with more options, not restricted to damage. Unfortunately in RQ2 & 3 combats are usually resolved by HP attrition, which in the long run gets rather laborious. Special effects do change how combat is resolved, I would agree they change BRP combat, but they are a certainly a big innovation and I can't think of any reason to lose them now.</p><p></p><p>Global hp - yep, it's gone, not having it can make combatants more durable, and it's one less thing to track.</p><p></p><p>None of it make Mythras a 'different animal' 'far removed' from the rest of BRP, no one would describe CoC7e in that way, and yet it has had as many changes.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8112804, member: 6970322"] Weapon length is very much present in Mythras, in the form of weapon Reach. Initiative replaces strike rank, it just doesn't use weapon length since Reach covers it. Action points and the cycle/round structure might seem like big change, but effectively there's not much difference if you default to 2. Weapon reach is more consequential in Mythras if you're using the Reach rules, compared to RQ2/3 since a long-weapon defender is able to keep a shorter weapon adversary at bay. The 'damage reduction system' you're referencing is used when parrying, it's simply a less crunchy replacement for working out attacks Vs parries, instead of matching damage Vs ap/hp in RQ2/3, Mythras uses weapon Vs weapon size, including shields which by their nature are unusually large for one-handed weapons. This makes shields a good choice for parrying compared to other "normal" weapons. Special effects are not based on random differences, they are chosen when you achieve a level of success Vs an opponent. They expand effects such as impale, slash, crush from RQ2/3 but with more options, not restricted to damage. Unfortunately in RQ2 & 3 combats are usually resolved by HP attrition, which in the long run gets rather laborious. Special effects do change how combat is resolved, I would agree they change BRP combat, but they are a certainly a big innovation and I can't think of any reason to lose them now. Global hp - yep, it's gone, not having it can make combatants more durable, and it's one less thing to track. None of it make Mythras a 'different animal' 'far removed' from the rest of BRP, no one would describe CoC7e in that way, and yet it has had as many changes. [/QUOTE]
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