First, the question: Does anyone in here know a system that is both fast-paced, brutal and suited for fantasy roleplaying?
Now, the explanation: by brutal, I mean dangerous. Most RPG's have a tendency to have lenient combat systems, given people multiple chances to change/regret the decision of going into combat, simply because it takes such an awful amount of time just to die. Hit Point based system often times has this annoying effect.
For me, combat speed is of importance. Brutality and pace is key. No matter how hard or exciting a boss battle might seem, players tend to lose interest after half an hour, as do I as a game master. Mind you, I'm a game master that wants to see my players win, but not at any price, and especially not at any arbitrary length of time. I want them either to win fast or die gloriously. In-game of course.
However, I do want them to pay the price of victory. This is tremendously hard to emphasize in most mainstream systems out there. Why? Because most system do not account for permanent or even temporary wounds, like being hamstrung or losing an arm. I want the players to fight if they feel it is necessary, not because it is the easiest way of dealing with a problem. And want a system that makes every fight at least somewhat dangerous. If not, what's the point? I would never actually let my players roll a single die, if I expected them to emerge victorious and unharmed. I would much rather let them narrate to me, how they crushed their opponents.
For the third time; I really want combat to be fast. If the players decide upon fighting, let us be done with it, letting them die, be captured, wounded or be otherwise impaired, and decided in minutes. If they do not dominate the opposition in seconds.
Rant aside, does anyone have any recommendations? It's a big plus if there is a nice associated meta-setting.
EDIT: Also of note, I dislike magical healing in most cases, since it has a tendency to remove negative consequences for stupid decisions and lame role playing. Scaling HP has a tendency to diminish negative consequences as well. If you are hit, it should feel bad for the players.


