Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site mmintl.UUCP Path: utzoo!linus!philabs!pwa-b!mmintl!franka From: franka@mmintl.UUCP (Frank Adams) Newsgroups: net.games.frp Subject: Re: MERP Criticals Message-ID: <500@mmintl.UUCP> Date: Thu, 18-Jul-85 14:13:04 EDT Article-I.D.: mmintl.500 Posted: Thu Jul 18 14:13:04 1985 Date-Received: Sat, 20-Jul-85 17:34:57 EDT References: <161@ukc.UUCP> Reply-To: franka@mmintl.UUCP (Frank Adams) Organization: Multimate International, E. Hartford, CT Lines: 17 Summary: A typical problem In article <161@ukc.UUCP> tgm@ukc.UUCP (T.Murphy) writes: > I have been playing MERP (Middle Earth Role Playing) for a short >time now [...] > After playing it I find there are >*too* many criticals. This is all too typical of such rules, and reflects a lack of understanding of probability. This relates back to the recent discussion of the Runequest fumble table. The problem there isn't that it is unrealistic to hit oneself for max damage, but that it happens much too often. This applies to weapons breakage, as well. Fixing such problems depends on the system. A minimal solution which will work for any system with a critical hit/fumble table is to make a preliminary role when the system says to consult said table, and usually (maybe 5 times out of 6, maybe more often, maybe less) ignore it and just apply the normal result.