andakitty said:
Ah, the Seasoned level and above option was in one of the previews. It is an official MRQ rule.
Oh, forgot about that one.
andakitty said:
Again, I have run a game with hit locations only, weapons with no damage bonuses, hit points about the same as MRQ, and the combat was just deadly. Maybe Fifth Cycle has some conditional mod or something that has a strong effect on how things balance out that your game didn't. May I inquire what you were playing and what houserules if any you were using? Armor values in mine were lower than MRQ's look to be, but that shouldn't be a deal breaker by itself.
First I want to appology a lot for a long post, I removed some of the examples, the ones I have mentioned should suffice for this discussion.
I do not know about Fifth Cycle, so I can not say.
As for the game I am refering to, it is actually several RPGs, which has formed my opinion about Hit Location HPs;
> Mutant Chronicles - which was pretty far removed from BRP (the system had undergone several mutations, no phun intended). It actually had a Total HP, but you had so many Total HP, that effectively it was down to trying to deal enough damage to Hit Locations in order to drop an opponent.
> Wizards & Warlocks - an indie production, to use a more modern term, which basically was a modified RQ/DoD1+2, that one of my players picked up on a convention around 83/84 (don't remember exactly) and GMed. It had the same modification as MRQ with Hit Locations, but lesser HP per hit location. Beyond that and the magic system (a magic system much closer to AD&D), it was pretty close to RQ3 or EDD, using both d20 and d100 roll for the skill resolution, somewhat similar to the mechanics of Drakar och Demoner Samuraj that was relased later on.
> Twilight 2000 - not BRP clone, but principle of HPs per hit location were the same, without any Total HP. It is not a good comparison with MRQ, but the basic idea of Hit Location HP only is there, and it worked not at all good. I remember characters stepping on landmines etc. getting their legs blown off, but not dying.
> CoC + 1990's Handbook (don't know the specifics of the rules since the GM handled all the rules and the character sheets, but it had hit locations). Hit Locations in CoC was a very welcome thing though, since it allowed you to shot someone in the leg without killing them, something you often wanted to do, rather than killing them.
> EDD (Expert Drakar och Demoner) - This was the first version of Drakar och Demoner that included Hit Location HPs. The GM running it adopted the no Total HP rule from Wizards & Warlocks, which made the rules very much on the level of MRQ when it comes to how much damage weapon deals, and how much a Hit Location can take, as well as an exact match on the AP for armor.
As far as I remember, the dropping of Total HP was the only house rule we used, and we played EDD for about 5 years this way. So this is my primary example in this case.
When DoD'91 was released, the campaign was partially converted to those rules, keeping the no Total HP system and eventually we used the
different handbooks that was released (I think that the Warriors handbook even included official optional rules for dropping Total HPs, but don't quote me on that as I am not 100% sure).
Although we used Total HPs when we first began playing EDD (as we learned the rules), the problem of High APs per hit location (8 points for plate), in combination with access to magic to further boost your APs, quickly made us realize the flaw of the system, as it was easy to create characters that became near invulnerable to lighter weapons.
This problem became even more evidently a serious problem when we later on dropped the Total HP from the system. Which is why when after some years of not playing it, I once again ran a nostalgic campaign with a new group of players in '98, I totally dropped the Hit Location HPs, inspired by Stormbringer.
> Stormbringer 1/2/3 - Loved reading these games, but never got to play them as my group of players at that time hated anything related to Elric. It showed how you could still have only Total HP, and make combat deadly, while still having some details when a significant hit was scored.
>Elric!(Stormbringer4)/Stormbringer 5 - two games (among several) I have GMed since '98 (and ongoing campaign). While in many ways fundamentally the same as earlier editions, it allowed a character to actually do more actions per round (splitting % when you go above 100% for example). The Major wounds system works very well in play (cant say how well earlier editions worked since I have not GMed or played earlier editions), and it was easily modifiable. It did not take long for us to expand the Major Wounds table (or just ad hoc describing a Major wound as it suited the situation). Fast, deadly, and still very detailed when it comes to significant hits. You definetly can loose body parts, and have arms, legs, etc. disabled.
> WFRP1/WFRP2 - While it does not have HPs it does have Hit Locations, and these are used to determine what Armor protects against a specific blow, and what happens if the hit was Critical Hit. Though less deadly in WFRP2 (according to my point of view), WFRP1 with it's GM Kit Crits is probably the most lethal and detailed injury system I have used that still is playable.
That said, EDD and DoD'91 with no Total HP was in it's injury system (Damages/Armor APs/Hit Location HPs) pretty much what you have with MRQ.
Hopefully this very long post explains why I am now such a fanatic of using only Total HPs + some sort of Major Wound system, instead of using Hit Location HPs. MRQ is in this regard, a trip down a road that I have already walked. I know where it leads.
Hopefully I am somehow proven wrong (I very much hope so, since I want MRQ as a sort of replacement for DoD, and as a generic system to be used in misc. campaigns).