The lethality of RQ combat encourages players to try to find other ways to solve problems beyond hacking and slashing. As in real life, combat is a last resort in RQ, and when it does come, the players should be well encouraged (or taught the hard way) to take every advantage possible. When I began to run RQ with a bunch of dedicated D&D players I warned them about combat. They didn't listen...but after a few times of them filing up in marching order and walking in double file into a cave that was known to house enemies and getting slaughtered, they finally began to get the message.<br>
<br>
In RQ players should take time to scout their enemy, try to defeat him in detail, try to gain the advantage of surprise, try to use terrain to their benefit. Everything and anything to push the odds in the favour of the PCs.<br>
<br>
Devin<br>
<br>
<br>
-----Original Message-----<br>
From: Joe Mills <joemills@columbus.rr.com><br>
To: 'RuneQuest Rules' <runequest@rpgreview.net><br>
Sent: Mon, 26 May 2008 3:14 pm<br>
Subject: Re: [Runequest] Advice Sought re Damage & HP<br>
<br>
<div id=AOLMsgPart_0_3346b263-335b-4416-a148-59ffde971d34 style="FONT-SIZE: 12px; MARGIN: 0px; COLOR: #000; FONT-FAMILY: Tahoma, Verdana, Arial, Sans-Serif; BACKGROUND-COLOR: #fff"><PRE style="FONT-SIZE: 9pt"><TT>Just start the combat out as not too deadly. Have some fist-fights, brawls,
encounters with Healing Halls close at hand, that sort of thing -- until the
players fully realize how quickly things can go south. Then give them a free
hand.
My two cents!
-- Joe
Request:
But I'd like to know how other RuneQuesters deal with horrid menace of
melee. Do you make sure that PC's always start with some decent armor?
Start with high shield & weapon parry skills? Both? Is there another
approach? Start with two or three characters? What do you do?
Wisdom, advice, insights, relevant experiences, old war stories -- all
feedback is welcome. Many thanks ahead of time.
Sincerely,
Asher
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