<div dir="ltr"><div>>> Hit points, however you use them, like D&D in
one big pool, or like RQ segmentet by<br>>> body location, is not a good model
of how a body reacts to wounds. Even though the<br>>> RQ systems have some
add-ons that deal with severed and incapacitated body parts,<br>>> which is an
improvement.<br>
<br>> It is worth noting that, in RQ6, no one ever dies purely
of hit point loss, because<br>> there are no general hit points. You either
die from a Major Wound (so taking a lot of<br>> damage in a specific
location, or from blood loss or some other factor like poison or<br>>magic.<br><br></div>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.<br>
</div><div class="gmail_extra"><br><br><div class="gmail_quote">On Sun, Jan 20, 2013 at 3:12 PM, David Cake <span dir="ltr"><<a href="mailto:dave@difference.com.au" target="_blank">dave@difference.com.au</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div class="im"><br>
On 19/01/2013, at 7:49 PM, <a href="mailto:lev@rpgreview.net">lev@rpgreview.net</a> wrote:<br>
<br>
>> Real hand to hand combat, whether bare handed, with blade or or weapons is<br>
>> a very fluid and dynamic affair, with a lot of things going on<br>
>> simultaneously, both mentally and physically. Not something that is easily<br>
>> captured by game rules, and I think that a truer simulation would lead to<br>
>> a<br>
>> quite complex pen and paper game system. Especially if you want to model<br>
>> the concurrency in a real fight.<br>
><br>
> I think it's pretty clear that RQ6 is a more simulationist set of combat<br>
> rules and indeed, it is explicitly orientated to do that. RQ3 is<br>
> deliberately and openly more abstract.<br>
<br>
</div> 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.<br>
<div class="im"><br>
On 20/01/2013, at 2:38 AM, Tomas Björklund <<a href="mailto:tomas.g.bjorklund@gmail.com">tomas.g.bjorklund@gmail.com</a>> wrote:<br>
<br>
> 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.<br>
<br>
</div> 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.<br>
Cheers<br>
<span class="HOEnZb"><font color="#888888"> David<br>
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