I like Rocket Tag. But I think there are caveats.
I've always much preferred D&D at Rocket Tag levels (say 1st to 7th ish). I've run a lot of Chaosium RQ. HP virtually never increase. Armour rarely gets better. You get better attack, better parry and more effective magic to defend yourself with.
And it's very hard to keep PCs alive - even when they overmatch the opposition. I've no desire to kill characters, but one crit or even impale to the head, chest or abdomen and often you just have. It makes combat brilliantly tense, but there's a price to pay for that excitement. Tried and trusted solutions include:
i) Fate / Hero points, like the original WHFRP and many others.
ii) Making the non-combat parts of the system entertaining and meaningful. That is to say, when combat is deadly provide both fun and opportunity in other areas. I think games like Cthulhu, Pendragon, L5R take this approach (in our L5R game, Tea Ceremony, Investigation and Etiquette are very enjoyable, and often key, skills).
iii) Making the stakes involved something other than life and death, even when combat is involved. This is more of an indie approach, from games like Dogs in the Vineyard to Burning Wheel. Fights last until one side gets what they want - but losing in combat is rarely fatal because NPC motivations rarely default to 'kill them all'.
Of these approaches I prefer ii) and iii). I think it's tempting to view the 'combat system' in isolation, but I think well designed mechanics for skills or conflicts, beliefs or motivations can be central to giving combat just the right feel.
I've always much preferred D&D at Rocket Tag levels (say 1st to 7th ish). I've run a lot of Chaosium RQ. HP virtually never increase. Armour rarely gets better. You get better attack, better parry and more effective magic to defend yourself with.
And it's very hard to keep PCs alive - even when they overmatch the opposition. I've no desire to kill characters, but one crit or even impale to the head, chest or abdomen and often you just have. It makes combat brilliantly tense, but there's a price to pay for that excitement. Tried and trusted solutions include:
i) Fate / Hero points, like the original WHFRP and many others.
ii) Making the non-combat parts of the system entertaining and meaningful. That is to say, when combat is deadly provide both fun and opportunity in other areas. I think games like Cthulhu, Pendragon, L5R take this approach (in our L5R game, Tea Ceremony, Investigation and Etiquette are very enjoyable, and often key, skills).
iii) Making the stakes involved something other than life and death, even when combat is involved. This is more of an indie approach, from games like Dogs in the Vineyard to Burning Wheel. Fights last until one side gets what they want - but losing in combat is rarely fatal because NPC motivations rarely default to 'kill them all'.
Of these approaches I prefer ii) and iii). I think it's tempting to view the 'combat system' in isolation, but I think well designed mechanics for skills or conflicts, beliefs or motivations can be central to giving combat just the right feel.
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