Greetings, experienced GM's and players of the forum.
Although my group uses mostly RMFRP, there are still some RM2 leftovers in the form of house rules. Initiative and combat sequence is one of them.
So we have decided to try the 3 phase round, and I will also use this opportunity to program the logic in my web application, so that all the technicalities can be solved by the computer.
In that light, there are some doubts I have about how some situations would be solved.
If any of the things I mention is to be considered as "overruled" by the RM rulings page, please let me know.
1) The Full melee attack
RMFRP P.39 Table T-3.2 lists 3 types of attack:
Making a melee attack 60-100%, Press & react attack 80-100%, React & melee attack 80-100%
Now, on P.216 the first melee attack technique is called "Full Melee Attack"
I have not found any mention of this in any other part of the book, and it does not seem to be used in the examples either.
It seems as if this maneuver is the "Making a melee attack 60-100%" from P.39
This would mean that every attack that is not press or react gives the attacker a +10 to OB.
I find it strange that it is called "full melee" when as few as 60% could be assigned to it.
So the +10 could be really useful in compensation for the -40 for using less than required.
An on top of that an additional +10 could be obtained from declaring a deliberate action.
If I understood this correctly, most attacks under normal circumstances would end up with a +20.
This would even be true if the attacker declares 100% parry, since it is still a "full melee attack", only that it would give the shield bonus to DB and a +10 to OB.
In the end, those wanting the best defense should always choose "deliberate 100% parry full melee attack" which gives +Weapon Shield Bonus to DB (and from what I understand this could even stack with a real shield on the other hand), +10 OB from deliberate action, +10 OB from full melee attack.
Is this right? Are most 0% attacks really resolved at +20?
2) Penalty for percentage below the required for the attack
If this has been discussed before, please point me in the right direction.
The books state many times that a -1 is applied when resolving maneuvers for every 1% below the amount required.
This means that a character with 60 OB attacking as a 75% action rolls at (+60-25)=35
But a character with 140 OB at 75% rolls at (140-25)=115
I find it quite weird that the rule is not to apply the percentage to the skill bonus directly, (+60*75%)=45 in the first example and (+140*75%)=105 in the second one.
I know this calculations become even more complex with missile attacks, as they range from 30% to 60%, so if using 100% OB requires 60% of the turn, using 30% implies 50% OB instead of the -30 stated in the rules.
How do you play it? In case the only reason not to do the "right" computation is to avoid wasting time with a calculator, would you like the percentage model be used if you were using an application that automatically resolves all of this?
Even if some character were hasted, or had some extra percentage from Light/Fire elemental corruption, my intention is for the application I'm developing to contain all of this information, so that the GM can tell the story, and the players can stay in character without real world calculator use interruptions.
Thanks for any and all opinions on these matters.