Several good points there. I think we have a difference in playing
style. Regarding the hurts: I always liked the fact that in RQ,
even a vastly overmatched opponent had a chance to land a telling
blow. I remember many occasions where cocky heroes were brought low
by trollkin bands, rubble runners or the like, and it became and
interesting plot twist, raising the level of drama and forcing the
heroes to determine a different approach.
In general I prefer the AP based mechanics for non-combat
"exchanges", but I still miss the utter randomness of the other
combat system.
- In hw-rules_at_egroups.com, "COPPEAU, Jean-Christophe" <Jean-
COPPEAU_at_E...> wrote:
> From Aron:
>
> > One I'm considering (being a bloody minded sort myself) is
> inflicting
> > hurts when a threshold AP are lost in a given exchange (10
or a %
> > perhaps). I find persistent wounds to be an interesting
plot
> device,
> > forcing the other characters to help out the poor sod.
>
> I do not agree.
> The actual system is perfect if you want the other characters to
help out a
> falling comrade.
> Example:
> Big Bruno has fallen to -25 and is out of the way, without any
defense.
> His four comrades know that at the end of the fight he will be
badly injured
> if they do not help him, even if no enemy give the coup de grace.
> If their situation as a group is not a mess, there will be one of
them to
> divert from his courant task ( smashing this trollkin bastard ),
put himself
> into danger ( Lower his APs and doing an unrelated task ) to help
his
> comrade ( lenting him some APs ) and perhaps even putting him back
in fight.
> If Big Bruno receives 13 APs, ending at -12, at the end of the
fight he will
> be less badly injured.
>
> More, the combat is always a mess, and should a character be
careful enough
> to follow the hurts he is getting, he will be less focused on the
tasks at
> hand.
> Instead, he is an heroic guy, so he jumps into the melee, oblivious
of his
> own safety. Once the fight his over, that's to say, when one side
has
> 'accepted' the superiority of the other time, then the character
looks down
> at himself and grins ( Dear, dear, that's pretty bad isn't it ).
> In in mid fight he thinks 'Oh my god, this really hurts', well he
is already
> dead, or it just means that his moral is falling and that the hurt
disturb
> him. Maybe that at the end of the fight he will realise it was no
more than
> a little bruise.
>
> Still I agree that hurts are important; if the characters always go
out of a
> fight with quite nothing when they win, it's to easy.
> The point is if it's a little tavern fight with nothing serious,
ok, it's
> fair; but if it's an epic confrontation central to the plot, you
should use