Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site tymix.UUCP Path: utzoo!watmath!clyde!burl!ulysses!allegra!oliveb!tymix!granvold From: granvold@tymix.UUCP (Tom Granvold) Newsgroups: net.games.frp Subject: Re: MERP Criticals (& Fumbles) Message-ID: <469@tymix.UUCP> Date: Wed, 24-Jul-85 17:57:16 EDT Article-I.D.: tymix.469 Posted: Wed Jul 24 17:57:16 1985 Date-Received: Fri, 26-Jul-85 07:20:57 EDT References: <161@ukc.UUCP> <500@mmintl.UUCP> Reply-To: granvold@tymix.UUCP (Tom Granvold) Distribution: net.games.frp Organization: Tymnet Inc., Cupertino CA Lines: 36 - In a couple of recent articles people where writing that criticals and fumbles occur too often in RPGs. Fumbles in RuneQuest was given as an example. Since RuneQuest, second edition, is my favorite RPG I must respond :-). I have no idea of how often these events occur in 'real life', but I don't feel that they are too common in RuneQuest. Fumbles are fun! It may be silly, but having either a PC or NPC fumble can add a lot of interest to a fight. In this case the departure from realism makes the game more enjoyable for me. Criticles on the other hand are needed in certian situations in RuneQuest. I have seen two very good fighters, 90% or better ability in the weapon that they are using, with very good armor and additional magical protection not be able to damage each other unless they roll a critcle hit. The combat in this type of situation goes on for too long as it is. Reduce the chance to get a critical, and it makes matters worse. It sounds like RuneQuest has a flaw in this situation. Also just like with fumbles, criticals can be fun. I guess what I am saying is that the rules must balance realism against enjoyment. If I wanted absolute realism in combat, I'd join the SCA (Society for Creative Anachronisms) since that is as close as I can come without risking real combat. Of course everone has their own idea of where this trade off should be made. For me one of the things that i do not like about D&D is that wearing better armor makes you harder to hit. In RuneQuest better armor reduces that damage taken if you are hit. Therefore I prefer RuneQuest. I am sure that there are people who feel the opposite. To each their own. Tom Granvold Tymnet Cupertino, Calif. decvax!ucbvax!oliveb!tymix!granvold D&D is a trademark of TSR Inc. RuneQuest of a tradmark of either Chaosium or Avalon Hill (I'm not sure which)