Hi Zavala,
I have tried the Core Combat Rules as well as Hack n Slash with my casual gaming group (at least 2 of which don't want to be bothered too much with the rules). I started out with the core rules, because I like combats simple, and I'm more than willing to sacrifice some realism for swift action in combat.
Somehow, though, combat was not quite as exciting as I had hoped for. We rolled, and during calculation on wether someone hit his opponent, suspense was lost.
I checked out the HnS rules then, and planned to use them with the optional rule of a second roll. This second roll, after determining wether you've hit, gave a lot of excitement back (I used to play rolemaster, and knew if from there: "Okay, that wasn't too bad an attack, now please, give me a good critical!").
I gave every player the critical tables they need, and now they happily roll their criticals
![Smiley :)](https://ironcrown.co.uk/ICEforums/Smileys/default/smiley.gif)
By the way, I modified the tables in two signifcant ways:
- Less lethal results. I let the table go up to 180 instead of 150 by having increments of six (instead of 5).
- Less letters. I got rid of single letters corresponding to table rows, and instead put in letters from A to F. These give a malus or bonus to the second roll.
These modifications, I'm told, are similar to MERP (which I've never played), and I'm very happy with how it plays out. If you're interested in that option, PM me. If not, I think I'd still recommend HnS: It's quick and simple to play with (everything in 1 table), but still has a lot more (optional) detail than the core rules.
Jan