I do like RQ6 as it is, but I find it to be very dangerous for anybody getting into combat. While I realize that this is to grant the game a certain degree of verisimilitude, and also to make non-violent solutions equally (if not more so) viable than violent ones, it does worry me (and my players) a bit.
We're all used to fairly heroic (at least measured by prowess if not by morals) characters chopping through bunches of foes and occasionally facing off against some form of tougher opponent. Note, we've never played D&D, only swedish RPGs.
I can imagine that in games like the older versions of D&D where character ceation takes very short time and where death is fairly common that having your character die is not a big deal. However, in the case of RQ6 the character creation process is a bit more complicated, and you do really get a character that is tied to the world she is in. Having that character snuffing it due to one bad roll of the bones is... not very fun.
With this in mind, what can I, as the GM, do to tone down the lethality (at least for the PCs) in combat? I'm not necessarily looking for house-rules or such, just pointers, tips and advice. I'm not planning on running a hack'n'slash game, but my players enjoy combat, as do I, and I want to deliver.
Login below to reply: