[Runequest] RQ6 simulationist question

Tomas Björklund tomas.g.bjorklund at gmail.com
Tue Jan 22 01:34:52 EST 2013


>> Hit points, however you use them, like D&D in one big pool, or like RQ
segmentet by
>> body location, is not a good model of how a body reacts to wounds. Even
though the
>> RQ systems have some add-ons that deal with severed and incapacitated
body parts,
>> which is an improvement.

>       It is worth noting that, in RQ6, no one ever dies purely of hit
point loss, because
> there are no general hit points. You either die from a Major Wound (so
taking a lot of
> damage in a specific location, or from blood loss or some other factor
like poison or
>magic.

Indeed, and it is a good step in the right direction, in my view. I
remember when I first read the RQ6 rules and suddenly realized you had done
away with the "pool" of Hit points. It was one of those "ahh, nicely done"
moments.


On Sun, Jan 20, 2013 at 3:12 PM, David Cake <dave at difference.com.au> wrote:

>
> On 19/01/2013, at 7:49 PM, lev at rpgreview.net wrote:
>
> >> Real hand to hand combat, whether bare handed, with blade or or weapons
> is
> >> a very fluid and dynamic affair, with a lot of things going on
> >> simultaneously, both mentally and physically. Not something that is
> easily
> >> captured by game rules, and I think that a truer simulation would lead
> to
> >> a
> >> quite complex pen and paper game system. Especially if you want to model
> >> the concurrency in a real fight.
> >
> > I think it's pretty clear that RQ6 is a more simulationist set of combat
> > rules and indeed, it is explicitly orientated to do that. RQ3 is
> > deliberately and openly more abstract.
>
>         I think RQ3 is an explicitly detailed and simulationist set of
> rules, just not as good at it, as fun or as interesting as RQ6. I don't
> think that in any way makes it more abstract. If anything, RQ3 is often
> less abstract (ie specific weapon skills rather than 'combat styles'), it
> just puts a lot of the detail in the wrong places.
>
> On 20/01/2013, at 2:38 AM, Tomas Björklund <tomas.g.bjorklund at gmail.com>
> wrote:
>
> > Hit points, however you use them, like D&D in one big pool, or like RQ
> segmentet by body location, is not a good model of how a body reacts to
> wounds. Even though the RQ systems have some add-ons that deal with severed
> and incapacitated body parts, which is an improvement.
>
>         It is worth noting that, in RQ6, no one ever dies purely of hit
> point loss, because there are no general hit points. You either die from a
> Major Wound (so taking a lot of damage in a specific location, or from
> blood loss or some other factor like poison or magic.
>         Cheers
>                 David
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