Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site druca.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!mtuxo!drutx!druca!mab From: mab@druca.UUCP (BlandMA) Newsgroups: net.games.frp Subject: Re: MERP Criticals (& Fumbles) Message-ID: <937@druca.UUCP> Date: Fri, 26-Jul-85 17:34:39 EDT Article-I.D.: druca.937 Posted: Fri Jul 26 17:34:39 1985 Date-Received: Sun, 28-Jul-85 14:46:33 EDT References: <161@ukc.UUCP> <500@mmintl.UUCP> <469@tymix.UUCP> Organization: AT&T Information Systems Laboratories, Denver Lines: 38 I agree with Tom Granvold that the probabilities of critical hits and fumbles in RuneQuest are about right (1 in 20 successful hits is a critical, 1 in 20 missed hits is a fumble: the better you are with your weapon, you critical more often and fumble less often). In actual play, there really aren't very many fumbles, and there is usually at least one critical in each of our melees, but ordinarily not more than one or two. The previous discussion on RuneQuest fumbles focused on the "hit self for maximum damage" fumble. Actually, most RQ fumbles are far less devastating. As I look at the RQ3 fumble table, more than half of the time a fumble will cause you to do something like lose your next attack, drop your weapon or shield, or attack at a disadvantage during the next round (because you were distracted or your vision was impaired). Only 6% of fumbles cause you to hit yourself, and another 6% cause you to hit a friend (those two trolls that hit themselves for maximum damage were defying the odds). But if you compare RQ combat with the critical hit tables in a game like MERP or variant D&D, an "effectively" critical result does appear to happen more often in RQ than simply 1 in 20 successful hits, because of its detailed hit location system. In a typical critical hit table, one possible result of a critical hit might be to sever an arm, which disables your opponent. In RQ, however, a "normal" hit to your opponent's arm can sever it if you roll enough damage. A critical hit in RQ does maximum damage, ignoring armor, so it is usually a disabling blow. What this means is that someone (PC or NPC) invariably gets disabled in the first two or three rounds of a RQ melee, even if no "critical" hits have been rolled. This sounds much like the results that Joe Jaquinta, the originator of this discussion, had with the MERP criticals. The lesson is that combat is deadly, you can be killed or maimed by one good blow, so maybe combat should be a last resort (but trollkin-bashing is so much fun...). -- Alan Bland ihnp4!druca!mab AT&T Information Systems, Denver CO