Hi,
I'd like to write down some of my experiences and ideas about the
high randomness of the RoleMaster Criticals.
All what I'll write is a personal vision, of course.
These are the
main reasons for why I find crits
very appropriate and
fun:
Criticals are divided in 5 categories. This is
fine, since we have a degree of injuries.
Criticals spice up combat, since exchanging hits is a tedious job, and this is also
fine.
Criticals allow to kill one being in a single, efficient blow. All will agree on this. And this is very fine and, more importantly,
fun.
Criticals allow, with a bit of luck, even hopeless character (NPC or PC) to beat a more powerfull foe. This is also very fine and
fun.
Criticals will speed up combat, since they'll kill in a fast way.
To me, though, RM criticals has some inner
limits that I've focused in this list:
Criticals has one scope: kill.
All degree of critical
can kill.
All degree of critical
can maim.
The five degrees of injury (A-E) only point out the
probability of a kill.
Now, assuming
true this list of limits, RM has never used criticals to the maximum
potential. Let me explain.
In my mind, and doing some combat myself, the five degrees of crits should be used to implement, in the game mechanics, injury degrees.
When my PC obtain an "A" critical, I expect of having assessed a good blow, one that can give me an advantage. Something that can stun my foe or give him difficulties. I don't expect of beheding, maim or destroying his internal organ.
Even if I roll a 100 on "A" critical I imagine I'm still in the light or stun wound and my blow should not became a killing blow.
This factor not only an high degree of randomness, but isn't in line with the system itself, since an higher result (OB-DB) means a grievous injury.
In addition this lessens (at least a bit) the "excitement" of scoring an E critical.
To me the five critical degree could be implemented in a more "smooth" progression, confining the killing blow to D-E criticals (even C if approrpiate
) and giving out more penalties (and higher).
Why higher penalties? For two main reasons:
1) An injury seriously hamper fighting ability, even of master warriors. This is very realistic.
2) Wearing down fighting capabilities (reducing OB) will reduce DB. This DB reduction will grow until a
serious blow (read D/E) is delivered and a kill is obtained.
Not only this. A PC that see his fighting capabilities reduced has some tactical time to react to this type of situation. Retrating, covering, yeld, call for help, whatever. And, imho, this is
fun!
Add to this broken bones and injuries recovery time (days?) and an injury could be even more worse (while fun) that an instant death...
Done.
Now you can blast me.