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hkokko wrote:I feel really bad about the direction they are taking the combat - it is just so really boring to have the hit/parry/clink sequence forever until the crit.
hkokko wrote:Action points and special effects and all the nuances of RQ6 are the ones that rekindled my and our group's interest to RQ. Cinematic fights, enough but not too much tactics, lots of variety....
raleel wrote:. . . That and, believe it or not, shields not being stupid . . .
raleel wrote:Yea, I gotta say, special effects are a big sell for me on RQ6.
Jusmak wrote:While RQ6 worked well with Korantia campaing, I did not find it fully useful in Glorantha.
Jusmak wrote:Old battle magic is little too weak.
Jusmak wrote:Creatures causing fear in RQIII had also too much power taken away, like Scorpion men (chooce location kill easily, fewer actions).
Jusmak wrote:Inability to dodge: man with sword and large shield quite helplessly is either doomed to take full damage from charging berserk delivering overhead blow with great axe or end up prone.
Jusmak wrote:There should be sensible possiblity for a trained combatant to sidestep or step back from a blow.
Jusmak wrote:That is not 12 metre high giant anyhow. In Glorantha, where I play large animals and monsters are quite common, and there should be sensible way to defend against them as against humans with large weapons.
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