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Fragpuss
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Re: Damage and recovery

Sun 28 Jan 2018, 12:39

That's a fair point. Coriolis (I know, here I go again ;)) has hit points (=Strength + Agility) rather than depleting the attributes themselves, so it takes (a little) longer to wear someone down. 

To my mind though, if a typical PC (and thus NPC) is going to have a strength of 3 then they're likely to go down with one or two hits anyway - a critical hit isn't going to significantly shorten the fight. Even a humanoid BBB is going to have Strength 6 at most (assuming they follow the RAW for character creation), so they're not going to be able to absorb much more punishment.
It might not shorten the fight by much but it will make it more brutal and fun and unexpected, and players could then choose to continue to fight even though they have a mortal wound, maybe by spending a WP or something? And it makes the choice of spending additional ⚔️ more interesting than just doing additional damage.  

Also, what would be the point of inflicting a critical hit on an enemy that is already broken, the fight is finished anyway?
Agreed - I'd like to see the crit system in play before someone is broken. It adds colour and fun to proceedings and since it isn't going to radically alter the duration of the fight, there's no reason not to use it.
If I remember Rolemaster correctly (and it has been a long time since I played) high-level characters have lots of hit points, so the likelihood is that you'll achieve a crit long before those are depleted and most fights will come to an abrupt end. 
 
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King_Kull
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Re: Damage and recovery

Sun 28 Jan 2018, 14:01

In Rolemaster no fights were decided through hit point loss.
Crits as an optional rule would be okay but not as a standard. I have the inkling that the combat system is lethal enough. I don’t wish to push the lethality of combat. And I knew no player of mine who wants to play a crippled character. In RM I knew that the master has changed the crits for players most of the time otherwise there would have been a dead character every gaming session. I know combat is an important issue in RPGs but it should be fun for all. It’s not a skirmish game. And therefore I like a system where you can play tactical - and FL seems to give this option - and there has to be the danger of death lurking but it have to be not too lethal. My players want to develop their characters and not want to make a new character every other fight.
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lupex
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Re: Damage and recovery

Sun 28 Jan 2018, 14:15

In Rolemaster no fights were decided through hit point loss.
Crits as an optional rule would be okay but not as a standard. I have the inkling that the combat system is lethal enough. I don’t wish to push the lethality of combat. And I knew no player of mine who wants to play a crippled character. In RM I knew that the master has changed the crits for players most of the time otherwise there would have been a dead character every gaming session. I know combat is an important issue in RPGs but it should be fun for all. It’s not a skirmish game. And therefore I like a system where you can play tactical - and FL seems to give this option - and there has to be the danger of death lurking but it have to be not too lethal. My players want to develop their characters and not want to make a new character every other fight.
It seems we have two schools of thought on this, i am more thinking that player characters would like the option and maybe high level baddies, so what if the option to cause a critical hit was included but the cost in extra ⚔️varied depending on the weapon used, in Coriolis each weapon has a crit rating: a staff needs 3 extra ⚔️, a knife needs 2 extra ⚔️ but a dura axe only needs 1 extra  ⚔️, the damage of the weapons is the same in both games. 
Lets agree to disagree and maybe ask for this to be an optional rule in the game.
 
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King_Kull
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Re: Damage and recovery

Sun 28 Jan 2018, 15:15

Yes, an optional rule would be great.
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Tomas
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Re: Damage and recovery

Sun 28 Jan 2018, 19:36

A quick comment on this - bear in mind that the combat system is very deadly as it is. A single good roll (many sixes) can put an enemy out of action even with a simple weapon like a knife. The crits are used to flesh out these "finishing moves" that put an enemy out of action, at least temporarily.
Fria Ligan
 
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lupex
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Re: Damage and recovery

Sun 28 Jan 2018, 21:03

A quick comment on this - bear in mind that the combat system is very deadly as it is. A single good roll (many sixes) can put an enemy out of action even with a simple weapon like a knife. The crits are used to flesh out these "finishing moves" that put an enemy out of action, at least temporarily.
Fair enough.
Maybe introduce a talent to allow a character to inflict a critical hit without first making an opponent broken?
 
Jizmack
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Re: Damage and recovery

Sun 28 Jan 2018, 23:18

A quick comment on this - bear in mind that the combat system is very deadly as it is. A single good roll (many sixes) can put an enemy out of action even with a simple weapon like a knife. The crits are used to flesh out these "finishing moves" that put an enemy out of action, at least temporarily.
Exactly!
That’s why I suggested true crit to happen when your Strength goes below zero, instead of at zero.
This gives you one more point of damage as buffer against a crit, but does not make you last longer in a fight.
 
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King_Kull
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Re: Damage and recovery

Sun 28 Jan 2018, 23:33

A quick comment on this - bear in mind that the combat system is very deadly as it is. A single good roll (many sixes) can put an enemy out of action even with a simple weapon like a knife. The crits are used to flesh out these "finishing moves" that put an enemy out of action, at least temporarily.
Exactly!
That’s why I suggested true crit to happen when your Strength goes below zero, instead of at zero.
This gives you one more point of damage as buffer against a crit, but does not make you last longer in a fight.
And now I know what you meant ;)
I would recommend this for PCs and very important NPCs so that the normal NPC can be defeated easier.
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lupex
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Re: Damage and recovery

Mon 29 Jan 2018, 00:02

I am now thinking of a critical hit as the final blow in a combat to take down the enemy, kinda like in mortal kombat
 
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Klas
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Re: Damage and recovery

Mon 29 Jan 2018, 01:18

I am now thinking of a critical hit as the final blow in a combat to take down the enemy, kinda like in mortal kombat
Same here. Or it can be thought of as the ruinous accident that happens when the defender has become exhausted enough to fumble a bit, boom!
At any rate I would not allow my players to inflict crits before the enemy's stat is depleted as that just begs for abuse and would force me to respond in kind. Also consider that some crits are very lethal and characters need a specific talent to kill with impunity (or pay a WP and a point of doubt).

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