Cinderfall said:
How hard is it to kill someone with a dagger?
Well, that depends upon the skill of the person making the attack. Normally, the maximum result that a Dagger can receive on the critical table is a 90. However, there are Combat Actions (namely Power Strike) which will allow for breaking that Damage Cap, plus a natural 99 or 100 (which is within the open-ended range, so you will be rolling again and adding the second result) removes all Damage Caps from that one attack.
Then there is the Ambush skill, which allows you to adjust the ciritical you give to a foe (i.e. 10 ranks in the skill allows a +/-10 to the critical result).
In HARP, you can have an untrained person get a lucky strike and kill a foe in a single blow with a Dagger, however, it is important to note that this is a very unlikely event.
Cinderfall said:
Could you describe the overall lethality of the combat system (with some examples)?
Don't want much, do you?
The criticals from the first printing of HARP were much more deadly than the current criticals (note: these are available as a free pdf from the HARP website). The current system relies more heavily upon beating your foe down, than though "death in xx rounds" or "instant death" criticals. The current critical tables have only 1 instant death critical on them, and you have to max out on the table to get that.
The big danger comes from the maneuver penalties (which will lower your ability to attack and perhaps defend), and the Stuns, which also hamper your abilities (no attacks, and all other actions at -50). Getting stunned is very bad!
Also the system presumes that your character will be putting at least some of his OB into DB (through parrying). This is one thing that it often takes folks a little bit to get used to....
Not sure if this is what you wanted, or if you wanted an extended combat example (which I have somebody working on one so that we can post it as a free PDF - but am waiting on it to be completed).
Cinderfall said:
Overall, how lethal and destructive is magic?
Well, elemental attacks are resolved in much the same manner as melee or missile attacks are resolved. The foe gets their defensive bonus against the attack, and you look up the result on the appropriate critical table. The elemental attacks start out as Tiny attacks (max of 80 on the critical table) and may be scaled up as the mage gets more proficient with the spell. The elemental critical tables themselves do a little bit more damage than the other critical tables, but not a lot more, so they are approximately the equivalent.
We took care to make sure that mages could be on par with other professions in combat, and not be super combat monsters with just a few spells. Spells are divided into three categories, Utility (which may only be cast upon a willing target), Elemental (which is resolved like a missile attack) and Attack (foe gets a RR against the effects).
How effective a character is in resisting Attack spells will vary, and is based on how many skill ranks the character has in the appropriate Resistance skill (yes, they can get skill ranks to increase resistance).