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Re: [RPG]: Fantasy Imperium, reviewed by Dirk Vandereyken (3/4)
I am usually a glutton for detailed melee combat systems, but after 30 years of tinkering by game designers most folks realize this should mean lots of options and/or potential interactions among selected actions, but not lots of rolls. These days, I apply a strict 'second edition Runequest limit': If it takes more rolls than RQ2 to resolve an attack (generally 4 - attack, parry, hit location, damage), then you are working too hard.
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