[RPG] Is there one type of combat system considered to be more deadly than other alternatives

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I've frequently heard the Basic Role-play system and Dark Heresy described as deadly from a combat perspective. I think those are both percentile systems. Is that typical of percentile systems or is there something statistically more dangerous?

Best Answer

BRP is "deadly" mostly because the damage capacity is relatively low (Size+Con)/2, averaging 11 points, and damages are a significant portion of that. Weapons range from 1d4 (dagger) through 2d8 (Greatsword) damage, before accounting for damage by location limits and impaling... and head hits can only take 1/3 the total. Quite simply put, a single hit in the head with any weapon has the potential to kill the average character. Even the toughest humans only have 6 HP in the head. All damage to locations is also marked against total hit points. And a Critical hit bypasses any worn armor, and does maximum damage. If head or chest are depleted, dead. If total hit points are depleted, death also occurs. Also, even the best of normal armors (8 point full plate) is within reach of being penetrated by a broadsword's 1d8+1+DB - a strong man can do up to an additional d6, making his d4+1 dagger into d4+d6+1 - 6/24 =25% chance of getting past armor (Str+Siz>32 - 16 each is big and strong), and a slightly above average guy (13 each) gets a d4 Damage bonus for a 1/16 (=6.25%) chance of getting in. A serious fighter can be lethal to even armored knights.

Dark Heresy is far less deadly. Wounds starts between 8 and 15, most weapons do 1d10 to 1d10+5, tho' some exceed 3d10, and running out of Wounds points doesn't kill. (In fact, one has to go at least -7 to stand a chance of death.) Further, the first 2-5 points of each hit won't count, as the individual's Toughness Bonus plus armor value will be subtracted. There are no location hit points, only the general pool; the location hit determines the effects of being negative and which armor applies. Most characters can survive even a full burst from most weapons.

Looking at Rogue Trader (since it's to hand), autofire is a +20, and each 10 points made by is an extra hit (to the limit of rounds in the burst) - so, joe average is 60%, Mr. Marine is probably around 75%, and the wounds and armor are as per Dark Heresy - 8 point power armor and a typical RT character's 45 T would soak 12 points per hit, and the fairly typical mesh of 4 means they soak 8 points per hit; an autogun doing 1d10+3 per hit, and hitting up to 5 times (tho, typically, only getting 2-3 hits) is still doing only 8 points average per hit... half the hits do nothing versus even moderate (and mesh is moderate) armor. Without righteous fury, Toughness 50-60 marines in 8 point power armor are walking tanks - and ignore anything. Righteous fury is required in order to take them down. At least, until the armor ablates away. Note that any weapon that does more than the Armor Value, even if the rest is soaked by Toughness bonus, reduces armor by one in the location hit, and so eventually, Mr. Marine has no armor left. It never rises to the D&D level, but it can get pretty epic, especially in Deathwatch. Autofire isn't deadly to well armored characters, but it sure can remove that armor quickly, resulting in significant injury.

Lethality is more a function of damage mechanics and the ratio of damage capacity to damage done than skill mechanics.

pre-4E D&D, when played at low levels (1-2), is as deadly as BRP. Weapon damages up to 2d10, Hit points of 1-14 at 1st level, and as many again each level thereafter... with only 4-8 per level being typical. (Far less for wizards.) And, as written, death when below zero. Armor makes it harder to be hit, but any hit still does full damage.

At high levels, that means hit point totals up to 150 HP... but damages don't go up.

Moreover, armor is usually better at higher levels, so fewer hits are obtained.

So, at low levels, D&D is deadly; poor armor means getting hit more, and every hit matters. At high levels, it's not deadly; good armor means fewer hits, and the hits are a far lower percentage of the total, so characters can become damage sponges. And in between, it gets less deadly with every level.

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