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Realistic Combat that's Simple(ish)
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<blockquote data-quote="Thomas Shey" data-source="post: 9716918" data-attributes="member: 7026617"><p>Yeah, the idea that with an even quasi-realistic combat system that you aren't going to see a lot of character deaths, some even among skilled and advanced characters seems, at best, a counter-factual in my experience.</p><p></p><p></p><p></p><p></p><p>Sure. But I think for most people when those failures happen matter considerably. The fact is in games like RQ, one bad die roll at the wrong time can be the end for a character you've played for a long time, and it doesn't have to be in a big important fight with a major opponent. I still to this day recall early in our RQ career one player who had a rich noble (who therefor started with significantly above average combat skills for a new PC and good equipment) going out to a critical hit from a minor opponent with a spear. On one hand, that was a wakeup call coming from D&D, on the other, it was the sort of thing that would have been pretty unwelcome if it had been in a character in play for a long time.</p><p></p><p>Almost no metacurrency prevents all bad luck. There's just normally not enough of it (this is subject to the variation in award of course, but usually the suggested amounts produce what I'm saying here). What it does is allow you to guide when and where the failures happen. That's why I kind of consider a more realistic combat system with metacurrency to buffer it the best of both worlds.</p><p></p><p></p><p></p><p>Yeah, its just not an experience many people are really looking for.</p><p></p><p></p><p></p><p>I think we're pretty much on the same page here.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9716918, member: 7026617"] Yeah, the idea that with an even quasi-realistic combat system that you aren't going to see a lot of character deaths, some even among skilled and advanced characters seems, at best, a counter-factual in my experience. Sure. But I think for most people when those failures happen matter considerably. The fact is in games like RQ, one bad die roll at the wrong time can be the end for a character you've played for a long time, and it doesn't have to be in a big important fight with a major opponent. I still to this day recall early in our RQ career one player who had a rich noble (who therefor started with significantly above average combat skills for a new PC and good equipment) going out to a critical hit from a minor opponent with a spear. On one hand, that was a wakeup call coming from D&D, on the other, it was the sort of thing that would have been pretty unwelcome if it had been in a character in play for a long time. Almost no metacurrency prevents all bad luck. There's just normally not enough of it (this is subject to the variation in award of course, but usually the suggested amounts produce what I'm saying here). What it does is allow you to guide when and where the failures happen. That's why I kind of consider a more realistic combat system with metacurrency to buffer it the best of both worlds. Yeah, its just not an experience many people are really looking for. I think we're pretty much on the same page here. [/QUOTE]
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