Originally posted by Aramis:
In those two extremes: out of action but not seriously injured: Stunned by some painful soft tissue hits, or ko'd by a head hit == 3Hits turned into less than 7 damage points... purely superficial. In the later case, 2 hits turned into 7+ damage points to one attribute...
I can
see this point. I'll grant you that. I'm not sure if I like it though--not something I'd like to game with.
Your take on it has lessened my dislike of the system, though.
Further, the simplicty mid-combat, not needing to actually resolve to stat damage for spearchuckers (3/5 Hits Dex Mod +1 Skill 1 or 2...), and the ability to use the hits system for conglomerate units WITHOUT FORCING PC's into units themselves.
See...I don't like this at all.
I feel it
detracts from a game. Sure, it's a bit quicker. But players
like it when they score a hit then get to roll damage and those 6's start popping up. At least my players do. It's a mutual YEAHHHH! that happens during the game.
Remember playing D&D and rolling that 20? DOUBLE DAMAGE!! YEAHHHHH!!! Then, you roll max damage, and it's: MAX DAMAGE TIMES TWO!! OHHHH, YEAAAHHHHHH!!!
MT strips that from the players. They don't roll for damage until the fight is over.
My group, at least, like this
fun of rolling damage during the round.
On top of this, taking damage becomes
strategic. Especially since I've added the Stun rull (when one stat goes to zero, roll END or less on 2D for the character to be stunned 1 round while the zeroed stats is raised to 1. Failing the stun roll leaves the character unconscious per normal CT rules).
Remember, in CT, a character gets bonuses for STR in Brawling or Blade Combat, dependent on the weapon. It's DEX, dependent on the weapon, for Gun Combat.
So, reducing stats when damage is taken is a strategic thing the players do and like. They might reduce STR in order to try and keep their DEX up and not loose thier DEX bonus. END may be kept high to ensure the Stun rule is an easy throw. STR may be kept high if the character is to continue to be any good in Blade Combat. Heck, if a character's STR goes down, I'll call for an encumbrance check, and make the character drop stuff or suffer encumbrance penalties as he gets weaker in a fight.
All of that is lost when the system gets abstracted the way MT does it.
I believe I'll stick with CT's method.