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"Lethal" games?
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<blockquote data-quote="Ariosto" data-source="post: 5224934" data-attributes="member: 80487"><p>That suggests <strong>SenZar</strong> to me, or maybe <strong>Exalted</strong>, but I'm not very familiar with either.</p><p></p><p>Going back, <strong>The Arduin Grimoire</strong> had critical hits such as "99: Body split in twain, immediate death" -- which <em>also</em> did 10-100 points of damage. Plus a <em>20th level</em> spell (for a magic-user with intelligence 40+ and experience level 39+, and costing 100 "mana points" ) to summon the Hounds of Tindalos. Also included were monsters such as the Ibathene: 30 to 50 hit dice, tongue so many feet long "wraps stickily, doing 1-12 to 2-24 crush (and then hauls those hit into its maw for a 6-60 to 8-80 bite), 2 claws for 3-36 to 5-50 each or instead 1 tail smash for 4-48 to 6-72." <em>Welcome to Skull Tower</em> and <em>The Runes of Doom</em> provided more awesomeness supplemental to popular fantasy rules sets circa 1977-78.</p><p></p><p>(Your "primordial" puts me in mind of Arduin's demons.)</p><p></p><p>TSR published <strong>Empire of the Petal Throne</strong>, a lot like D&D but set on an alien planet packed with stuff primed to kill humans (including other humans). There was a .5% chance of instant death with each hit, before even considering all the nasty (often enough "don't save, just die") poisons and spells and diseases and curses and artifacts.</p><p></p><p>Supplement II to the original D&D game included hit locations that work best with a good few hit points (the Blackmoor campaign having, so I gather, given characters 1-100, with level advancement giving saving throws to avoid taking hits). A humanoid character, for instance, got 15% of total HP (e.g., 40 x .15 = 6) in the head, destruction of which would cause instant death.</p><p></p><p>Not that a 1st-level character, lucky to have 6 points <em>total</em> in the more usual HP systems, needed a lot of help getting killed. With 4 points, death after two hits was more than 90% likely.</p><p></p><p><strong>RuneQuest</strong> had/has a lot of detail on process, with rolls to hit and parry, armor by location, and so on. For well-equipped characters, deadliness was (I'm not up on the recent editions) perhaps less than with D&D Supp. II, but losing the use of limbs at least until healed (if not getting permanently crippled) was common enough. I found it slightly cumbersome beyond a point. For really superhuman stuff like the Crimson Bat and the Heroes able to fight it, I would rather go for good old D&D.</p><p></p><p>There's also <strong>Rolemaster</strong>, which combines features of different systems. There's a free download of <em>HARP Lite</em>, sort of a stripped-down version of RM, available at this page:</p><p></p><p><a href="http://www.harphq.com/vault.htm#HARPlite" target="_blank">http://www.harphq.com/vault.htm#HARPlite</a></p></blockquote><p></p>
[QUOTE="Ariosto, post: 5224934, member: 80487"] That suggests [B]SenZar[/B] to me, or maybe [B]Exalted[/B], but I'm not very familiar with either. Going back, [B]The Arduin Grimoire[/B] had critical hits such as "99: Body split in twain, immediate death" -- which [I]also[/I] did 10-100 points of damage. Plus a [I]20th level[/I] spell (for a magic-user with intelligence 40+ and experience level 39+, and costing 100 "mana points" ) to summon the Hounds of Tindalos. Also included were monsters such as the Ibathene: 30 to 50 hit dice, tongue so many feet long "wraps stickily, doing 1-12 to 2-24 crush (and then hauls those hit into its maw for a 6-60 to 8-80 bite), 2 claws for 3-36 to 5-50 each or instead 1 tail smash for 4-48 to 6-72." [I]Welcome to Skull Tower[/I] and [I]The Runes of Doom[/I] provided more awesomeness supplemental to popular fantasy rules sets circa 1977-78. (Your "primordial" puts me in mind of Arduin's demons.) TSR published [B]Empire of the Petal Throne[/B], a lot like D&D but set on an alien planet packed with stuff primed to kill humans (including other humans). There was a .5% chance of instant death with each hit, before even considering all the nasty (often enough "don't save, just die") poisons and spells and diseases and curses and artifacts. Supplement II to the original D&D game included hit locations that work best with a good few hit points (the Blackmoor campaign having, so I gather, given characters 1-100, with level advancement giving saving throws to avoid taking hits). A humanoid character, for instance, got 15% of total HP (e.g., 40 x .15 = 6) in the head, destruction of which would cause instant death. Not that a 1st-level character, lucky to have 6 points [I]total[/I] in the more usual HP systems, needed a lot of help getting killed. With 4 points, death after two hits was more than 90% likely. [B]RuneQuest[/B] had/has a lot of detail on process, with rolls to hit and parry, armor by location, and so on. For well-equipped characters, deadliness was (I'm not up on the recent editions) perhaps less than with D&D Supp. II, but losing the use of limbs at least until healed (if not getting permanently crippled) was common enough. I found it slightly cumbersome beyond a point. For really superhuman stuff like the Crimson Bat and the Heroes able to fight it, I would rather go for good old D&D. There's also [B]Rolemaster[/B], which combines features of different systems. There's a free download of [I]HARP Lite[/I], sort of a stripped-down version of RM, available at this page: [URL]http://www.harphq.com/vault.htm#HARPlite[/URL] [/QUOTE]
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