Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84 +MMDF+2.11; site ukc.UUCP Path: utzoo!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!bellcore!decvax!genrad!mit-eddie!think!harvard!seismo!mcvax!ukc!tgm From: tgm@ukc.UUCP (T.Murphy) Newsgroups: net.games.frp Subject: MERP Criticals Message-ID: <161@ukc.UUCP> Date: Mon, 15-Jul-85 13:41:21 EDT Article-I.D.: ukc.161 Posted: Mon Jul 15 13:41:21 1985 Date-Received: Thu, 18-Jul-85 08:39:19 EDT Organization: U of Kent at Canterbury, Canterbury, UK Lines: 16 I have been playing MERP (Middle Earth Role Playing) for a short time now and the system seems reasonably sound (aside from too much magic fro a Tolkien world and the races are too widespread). I liked the idea of a detailed specific critical hit tables. After playing it I find there are *too* many criticals. Because everybody has a reasonably large number of hits damage is not really important. A lucky roll and *zap* your enemy (or you) is writhing on the ground agonising over a dislocated lumbar vertabra or something. I don't think we have taken anything out without criticaling it. Fair enough, fighting is deadly but it shouldn't be a maiming session. Tolkien is Hobbit forming, j^2 Joe Jaquinta; c/o D.U. Maths Society; 39.16 Trinity College; Dublin 2; Ireland {decvax,seismo,ihnp4}!mcvax!ukc!tcdmath!jaymin