I am intrigued by ITDs critical tables. I have never seen them but it came up recently in a discussion on on armour by the piece that there are different critical tables by location and only three locations; limbs, head and body.
For me the only piece of RM that has to be retained is the critical; everything else has to earn its place at the table. If it is more effort that it adds to the game I am inclined to cut or replace it.
Despite my slash and burn approach to rules I am mostly still following the roll your dice, find the right table, look up the roll and roll your critical procedure.
In all the companions and discussions I have never seen a superior system. I don’t care about the #hits, the rounds of stun, the bleeding or whatever. It is the wit and dark humour I like and the graphic descriptions of wounds. You will never get that with 1d8 damage. Decades ago rolling a 20 and getting double damage used to excite me but “Your bolt goes right through his temple and stands there quivering. Astonishingly enough, he’s still standing. But any attempt to remove it will kill him instantly. +25 hits, stunned no parry 2 rnds and bleeding 12 hits/rnd.” is a level above.
I have a half formed diceless RM combat system and I have an outline for HARP/FATE bastardised system. That uses the HARP critical tables and FATE dice and has a working title of FART.
FART is really good fun and fast to play. It just needs some time spent on it writing it up and putting it out there to the FATE community. The mission objective would be to hook FATE players into trying RMU once it is released. It is my understanding that FATE is one of the most successful games of recent years but despite that you will never get to put your crossbow bolt into someone’s head.
So we have ripped just about everything apart recently on here. What, in your perfect combat system, are the absolutely non-negotiable elements?