bardolph
First Post
My reasoning is simple: of all of the parts of a RPG, combat is the only one that requires a clear set of consistant rules. Most people have no knowlage of what it is like to swing a sword or mace in a combat to death. This is the least subjective part of any game and choices made here (rules wise) affect the enitre system. There are lots of groups that will completly ignore the non combat rules but very few who will completly ignore the non combat rules. While combat rules donot a game make they can and have destroyed systems.
This does not mean the good combat rules or lots of combat rules means the game is a wargame instead of an RPG. All an RPG really needs is rules on how to run a single character in a world.
How to run a combat is certainly a high priority when designing most role-playing games (though Call of Cthulhu is a notable exception).
The reason for this isn't just that players don't know how to swing an axe or fire a crossbow. It's because combat is complicated, and typically has more moving parts than any other kind of encounter.
Having a clearly defined set of rules makes it easier to visualize what's going on, and easier to know what your options are when presented with a situation. Also, it helps the DM to arbitrate consistently enough so that the players can accept the results without challenging the DM's fairness.
Of course the argument that too much emphasis on combat makes a wargame and not an RPG is specious. What makes it an RPG is the DM: the typical wargame has no DM, and therefore the rules must be the final arbiter.