One of the "problems" with the new combat rules is the perception that they are not as deadly as the previous versions.
In past Runequest a lucky shot with a dagger could kill anyone. That is not so with the current rules against an armored foe.
This is not an invitation for a mass of "use precise attacks" or "use a great axe" responses. That is not always an option. Most rabble have skills 45 or less, and usually aren't trained in advanced tactics.
Mongoose is releasing increased damage tables in S&P, which will make the system more deadly, but I don't feel the difference in lethality is due to the damage tables but to the weakened criticals. RQ 2/3 had specials at 20% that did not ignore armor and criticals at 5% that did ignore armor. MRQ criticals are at 10% and slightly less effective than specials in previous versions.
My simple mod is this: If the critical roll is odd, ignore armor. If it is even, armor counts. This also roughly equates to 1/2 of criticals ignore armor, or the old 5%.
Constructive comments welcome.
In past Runequest a lucky shot with a dagger could kill anyone. That is not so with the current rules against an armored foe.
This is not an invitation for a mass of "use precise attacks" or "use a great axe" responses. That is not always an option. Most rabble have skills 45 or less, and usually aren't trained in advanced tactics.
Mongoose is releasing increased damage tables in S&P, which will make the system more deadly, but I don't feel the difference in lethality is due to the damage tables but to the weakened criticals. RQ 2/3 had specials at 20% that did not ignore armor and criticals at 5% that did ignore armor. MRQ criticals are at 10% and slightly less effective than specials in previous versions.
My simple mod is this: If the critical roll is odd, ignore armor. If it is even, armor counts. This also roughly equates to 1/2 of criticals ignore armor, or the old 5%.
Constructive comments welcome.