thanks jim, it'll be interesting to see what people think about the combat system when they give it a go and whether it does end up better than any simple RPGs. At the moment, I think it's going to involve optimal tactics fighting until you're 'wounded' and then trying to flee for healing before re-engaging. The complexity is going to have to come from the positioning (or possibly even the presence) of healers, the tactical bonuses for positioning in combat and the bonuses/maluses provided by wizards/priests.
As it stands, two lucky (or very unlucky) hits can drop you from 'healthy' to 'unconscious', and that can happen in a single round from a single opponent if they have the 'swordsman' trait or successfully roll a speed check. Even then the victim would have to fail two toughness checks and have the damage penetrate through their armour twice to be knocked out, so in practice it's very unlikely. This is probably one aspect of the game which might need to be reassessed in light of future play-testing because currently the player can fight a reasonable amount before being 'wounded', but the frustration that will come from what is effectively a very unlucky insta-kill in a game without randomisation would definitely turn off a large number of players.
Of course, they should have made one of their expendable henchmen take the heat for them as they heroically fought from a safe position at the back of their party...