A
Archer
Guest
Having run a game to test the rules, I have found several areas with the combat rules I find are problematic because they slow down the game or really does not occur at all.
First of all, while these are pretty negative, I do not mean to start a flame war, I want to discuss solutions, so keep the discussion calm, please.
Let me first begin with what the heading of this topic says. Reading about the effects of Major wounds on Limbs states that a Limb that has taken a Major Wound is mangled or severed. Unfortunately this will never occur unless the Gamesmaster is especially cruel, since nothing in the rules actually says it occurs. Instead the rules discuss the chances of surviving a Major Wound, how long you have to actually restore the limb etc.
Same goes for Head, Chest and abdomen. Though here you have to roll to see if you die or not.
So, to momentarily discuss another aspect of the combat rules that I realized during game play, before I go on to discuss Major Wound again.
Combat in this edition of RQ takes many times more when it comes to game time. Most combat rounds in older RQ or BRP are over quickly (a maximum of 30-50 seconds of time to play through), but running a combat round in Mongoose's RQ takes a lot more of time. Especially if any attacks really hit, the game almost grinds to a halt. All sense of speed, action and excitement just dissipates.
Mainly this is because the combat rules have added layers to each momentum of the rules, compared to RQ3 and BRP (mainly Stormbringer 5 that I am comparing with).
I contribute the slow combat to (note, I know that familiarity with the rules will speed things up a bit, but there are some things that can not be done faster);
1. Punching bag syndrome. Unfortunately my previous experiences with a system that uses only HPs on Hit locations repeats itself. Characters can take many hits before they are taken out of combat. Especially with random rolled hit location. The problem becomes even more exaggerated when you realize that HPs/Hit Location are not only the value you have from +0 to +X. It is the whole range from +X to -X before anything serious will happen to the character, and he will be taken out of combat. Add to this multiple hit locations and you have one of the main reasons why combat take much more time. Characters take hit after hit without going down.
2. Loss of combat actions. The added complexity of keeping track of how many combat actions each character involved in combat has lost, and how many more must pass before that specific character can act is another layer of complexity that takes away speed from combat.
3. And to tie in with the first thing this thread is about; Nothing bad happens before you die. You can take many hits to every part of your body. At worst a limb will be unusable until it has healed, or you go prone. You never loose an arm, you never loose your head, or get cut in half. Things that would have made combat faster, taken character out of the fight much earlier. Granted, you may become unconscious and get taken out of the fight, which brings me to the next "issue".
4. Resilience rolls per hit location that is in the "-" zone. You roll to see if you remain conscious for each hit location that has been brought down to the "-" portion of your Hit Points, adding another layer of complexity to be handled (not that it is difficult, it just consumes a lot of time and grinds what should be fast paced action to a halt).
All I have mentioned could so easily have been avoided. Unfortunately it would require a reconstruction of some aspects of the combat rules.
By removing the Loss of combat actions, the Resilience roll to remain conscious/dying, and introduce a Major Injury table we could speed things up greatly, plus we could finally get decapitated heads and limbs.
First of all I would start to change the dynamics of injuries;
+X to +1 are an injured hit location.
+0 is a Seriously injured hit location, effect; Disabled hit location (head, abdomen and chest means you fall unconscious if you fail a Resilience test, that is not repeated each round).
-1 to -X is a Major Injury and it is here the Major Injury table would take effect. For each hit location we have a list of effects numbering 1 to Y, with increasingly worse effects (from loosing a finger or being struck unconscious to loosing a limb, get cut in half etc.). You roll a d10 and add the "- value" of the limb to get the result. On some of these results you may roll Resilience to not fall unconscious or die from blood loss.
<-X is an automatic destruction of limb (smashed or cut off) from which it will not recover. Head, Chest and abdomen is automatic death.
Through the Major Injury table we have removed some of the parts in the combat rules that slows down the game just because you have to stop to make X resilience tests, or count how many Combat Actions have been lost.
Any more ideas regarding Major Wounds, speed of of combat, etc? lets get the discussion rolling, just remember to keep it calm and civil.
First of all, while these are pretty negative, I do not mean to start a flame war, I want to discuss solutions, so keep the discussion calm, please.
Let me first begin with what the heading of this topic says. Reading about the effects of Major wounds on Limbs states that a Limb that has taken a Major Wound is mangled or severed. Unfortunately this will never occur unless the Gamesmaster is especially cruel, since nothing in the rules actually says it occurs. Instead the rules discuss the chances of surviving a Major Wound, how long you have to actually restore the limb etc.
Same goes for Head, Chest and abdomen. Though here you have to roll to see if you die or not.
So, to momentarily discuss another aspect of the combat rules that I realized during game play, before I go on to discuss Major Wound again.
Combat in this edition of RQ takes many times more when it comes to game time. Most combat rounds in older RQ or BRP are over quickly (a maximum of 30-50 seconds of time to play through), but running a combat round in Mongoose's RQ takes a lot more of time. Especially if any attacks really hit, the game almost grinds to a halt. All sense of speed, action and excitement just dissipates.
Mainly this is because the combat rules have added layers to each momentum of the rules, compared to RQ3 and BRP (mainly Stormbringer 5 that I am comparing with).
I contribute the slow combat to (note, I know that familiarity with the rules will speed things up a bit, but there are some things that can not be done faster);
1. Punching bag syndrome. Unfortunately my previous experiences with a system that uses only HPs on Hit locations repeats itself. Characters can take many hits before they are taken out of combat. Especially with random rolled hit location. The problem becomes even more exaggerated when you realize that HPs/Hit Location are not only the value you have from +0 to +X. It is the whole range from +X to -X before anything serious will happen to the character, and he will be taken out of combat. Add to this multiple hit locations and you have one of the main reasons why combat take much more time. Characters take hit after hit without going down.
2. Loss of combat actions. The added complexity of keeping track of how many combat actions each character involved in combat has lost, and how many more must pass before that specific character can act is another layer of complexity that takes away speed from combat.
3. And to tie in with the first thing this thread is about; Nothing bad happens before you die. You can take many hits to every part of your body. At worst a limb will be unusable until it has healed, or you go prone. You never loose an arm, you never loose your head, or get cut in half. Things that would have made combat faster, taken character out of the fight much earlier. Granted, you may become unconscious and get taken out of the fight, which brings me to the next "issue".
4. Resilience rolls per hit location that is in the "-" zone. You roll to see if you remain conscious for each hit location that has been brought down to the "-" portion of your Hit Points, adding another layer of complexity to be handled (not that it is difficult, it just consumes a lot of time and grinds what should be fast paced action to a halt).
All I have mentioned could so easily have been avoided. Unfortunately it would require a reconstruction of some aspects of the combat rules.
By removing the Loss of combat actions, the Resilience roll to remain conscious/dying, and introduce a Major Injury table we could speed things up greatly, plus we could finally get decapitated heads and limbs.
First of all I would start to change the dynamics of injuries;
+X to +1 are an injured hit location.
+0 is a Seriously injured hit location, effect; Disabled hit location (head, abdomen and chest means you fall unconscious if you fail a Resilience test, that is not repeated each round).
-1 to -X is a Major Injury and it is here the Major Injury table would take effect. For each hit location we have a list of effects numbering 1 to Y, with increasingly worse effects (from loosing a finger or being struck unconscious to loosing a limb, get cut in half etc.). You roll a d10 and add the "- value" of the limb to get the result. On some of these results you may roll Resilience to not fall unconscious or die from blood loss.
<-X is an automatic destruction of limb (smashed or cut off) from which it will not recover. Head, Chest and abdomen is automatic death.
Through the Major Injury table we have removed some of the parts in the combat rules that slows down the game just because you have to stop to make X resilience tests, or count how many Combat Actions have been lost.
Any more ideas regarding Major Wounds, speed of of combat, etc? lets get the discussion rolling, just remember to keep it calm and civil.