Dying in combat

PhilHibbs

Mongoose
It seems fairly unlikely that someone will die in a fight. They have to have a vital location down to minus its normal positive value, so that's 10 points to the head for an average pleb, or 12 points for a decent warrior, and fail Resilience. Other locations only cause death in the longer term. So, as long as you're on the winning side, you're unlikely to die. That's ok in my opinion, but I'd heard it was more dangerous.
 
That's true, as it would be in reality. Most situations in lethal combat result in unconsciousness first and then eventually death with a lack of medical care. The exception would be massive damage such brain damage from direct trauma or damage directly to the victim's heart. Other organs may be damaged and destroyed and lead to death as well, but there is some delay there based on the type of damage.
 
On the other hand, one of my characters has 15% in Resilience. My spreadsheet tells me that this (figuring in her Mastery bonus of 10%) gives her a 6.26% chance of making it against an attacking skill of 50%. In order to have a 50-50 chance of making your resilience roll against a wound inflicted by a 50% skill attacker, your skill needs to be 75%.
 
PhilHibbs said:
On the other hand, one of my characters has 15% in Resilience. My spreadsheet tells me that this (figuring in her Mastery bonus of 10%) gives her a 6.26% chance of making it against an attacking skill of 50%. In order to have a 50-50 chance of making your resilience roll against a wound inflicted by a 50% skill attacker, your skill needs to be 75%.

I am thinking you are too good with excel. :P

I only use rules as a guide and modify / ignore them if they get in the way of a good time or the story.

Back on topic. I like the deadliness of runequest two combat but with my group having lots of common heals and a deice healer ongoing wounds seem to have little or no effect.

Also, are there any rules for bleeding or infection???
 
taxboy said:
Also, are there any rules for bleeding or infection???
Well, the Bleed manoeuvre only affects Fatighe levels, but if a Major Wound is inflicted, the character will bleed to death in POW+CON minutes for limbs or half that in rounds for critical locations if they failed their Eesilience (which, as my numbers show, is very likely).
 
As well it should. This kind of wound is not a simple cut but a maiming. Getting a major wound is akin to making your innards become out-ards.
 
ThatGuy said:
Don't forget those Hero points! They are there to keep you from death...

My players were horrified to come up against an opponent that also had hero points. He kicked over 4 of them singlehandedly and then escaped - not fair apparently...
 
Actually I'd be inclined to agree with them. Hero Points are an artificial mechanic to keep players alive: I am very reluctant to allow Hero Points to let NPCs win fights they should have lost. Survive fights they should have died in, possibly.
 
kintire said:
Actually I'd be inclined to agree with them. Hero Points are an artificial mechanic to keep players alive: I am very reluctant to allow Hero Points to let NPCs win fights they should have lost. Survive fights they should have died in, possibly.
My theory is, the bad guys have had everything going in their favour until the PCs turn up. All their plans are going perfectly... because they've spent all their Hero Points to make sure, and thus they have none (or very, very few) left when the players come along.
 
kintire said:
Actually I'd be inclined to agree with them. Hero Points are an artificial mechanic to keep players alive: I am very reluctant to allow Hero Points to let NPCs win fights they should have lost. Survive fights they should have died in, possibly.

Actually hero points are to allow player characters to do heroic actions that may not be survival normally - they are a meta game tool to help story telling, not to simply keep them allow.

Hero points can be used to move a story along.

And if you have a big bad or rec urring villain, don't see why he can't have hero points too.

i know the players will savor when they finally vanquish him...
 
When my group and I played MRQ1 we messed around with some content from BRP. One thing we used was BRP's hit point tables for hit locations, at SIZ+CON divided by 2, and total hitpoints. With total hitpoints if you received enough damage, from a single wound or many, to equal your total hitpoints you died.

It was very fatal and people died a lot. Of course in MRQ2 you are more likely to be knocked unconscious, but then your an easy kill while disabled.
 
"Unless everyone who knows that is already dead."

I should mention my group does not play in glorantha, but an improvised setting with no established cultures. They are used to this from more experience playing D&D.

I am interested in trying to implement ransoms and the encouragement to do so. Would you have any suggestions?
 
daxos232 said:
That's true, and I would do so myself, but my PCs believe, "Dead men don't come back to fight again."
They don't, but their friends, relatives, out of pocket business associates, hired killers and eventually law enforcement do.

Becoming tarred a ruthless killer means folks start to ostracise the party, shops close when they come into town, bars going quiet and patrons leave, and even children are swept inside. Eventually, whoever is in charge eventually asks you to stay away or exiles you.

Of course much depends on the culture, but when society at large fears you enough - or fears the consequences of being in your presence - you quickly learn that life without community support becomes increasingly untenable. Then it turns into a case of moving on, keeping one step ahead of your reputation.
 
...but if you're happy and your players are having more fun this way than if you persecuted them with vengeful relatives, then that's cool.
 
Yeah I guess I so. Right now they are fighting orcs, so maybe clan relatives could hunt them down. That would make for an interesting session.
 
Yeah I guess I so. Now that I think about it, I didn't even explain that to my players and they are unaware of the option.
 
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