Cleombrotus
Mongoose
I see where you're coming from with your 'hit based on defender's skill rather than attackers'. Runequest has always suffered from its own success in this respect. The attack roll has always implied many things. Lots of dodging, scrambling, feinting, looking for an opening, etc. Your attack roll represented the idea that with, for example, a skill of 65% that statistically 65% of the time this character is going to find a way through anybody's defence. The defender's skill variable is that this character can still parry or dodge x% of those blows that get through - remember the definition of melee. It implies confusion and chaos, not a duel.
However, because of the way the system plays, everyone I know, myself included, feels that the roll you make is actually representative of the backswing of a sword or the thrust of a spear. It's the involvement you feel with the system and the cool images it invokes (a very very good thing) that creates an issue for the system's logic. This has been exacerbated by the new rules since now each attack is potentially one of many, all occurring in about 5 seconds. Melee indeed. This issue has always been there, but has never hindered or halted overall logic, fun, realism, suspension of disbelief, atmosphere, etc, etc. The system plays very well indeed. If you want increased realism in a playable format, I would recommend Harnmaster. Seems like I do that a lot. They should pay me. Runequest is better, in my opinion, because of the atmosphere it creates.
As to your point about armour and the old AD&D rules, I would argue that damage reduction is exactly what armour does. It has nothing to do with not being hit. As I'm sure you know, a 'hit' produces kinetic energy (in addition to physical trauma which armour also helps to prevent) which does 'damage'. Armour dissipates that energy, effectively reducing the impact, i.e damage. A hit against a heavily armoured character is still a hit. It doesn't miss because he's in armour - it just doesn't hurt him as much. The critical provides a framework for those attacks which bypass the protection of armour. What more do you need? This: there was a simple rule in RQ3 that catered for your problem. It differentiated between flexible armour and rigid (nice and simple to apply), and treated flexible armour as having half value against weapons that rely on impact for their damage. Simple but effective for gaming purposes if you remember to apply it. Not sure I ever did.[/i]
However, because of the way the system plays, everyone I know, myself included, feels that the roll you make is actually representative of the backswing of a sword or the thrust of a spear. It's the involvement you feel with the system and the cool images it invokes (a very very good thing) that creates an issue for the system's logic. This has been exacerbated by the new rules since now each attack is potentially one of many, all occurring in about 5 seconds. Melee indeed. This issue has always been there, but has never hindered or halted overall logic, fun, realism, suspension of disbelief, atmosphere, etc, etc. The system plays very well indeed. If you want increased realism in a playable format, I would recommend Harnmaster. Seems like I do that a lot. They should pay me. Runequest is better, in my opinion, because of the atmosphere it creates.
As to your point about armour and the old AD&D rules, I would argue that damage reduction is exactly what armour does. It has nothing to do with not being hit. As I'm sure you know, a 'hit' produces kinetic energy (in addition to physical trauma which armour also helps to prevent) which does 'damage'. Armour dissipates that energy, effectively reducing the impact, i.e damage. A hit against a heavily armoured character is still a hit. It doesn't miss because he's in armour - it just doesn't hurt him as much. The critical provides a framework for those attacks which bypass the protection of armour. What more do you need? This: there was a simple rule in RQ3 that catered for your problem. It differentiated between flexible armour and rigid (nice and simple to apply), and treated flexible armour as having half value against weapons that rely on impact for their damage. Simple but effective for gaming purposes if you remember to apply it. Not sure I ever did.[/i]