Actually a lot of them where and that was with two handed swords to boot. The campers not the bear. What I actually did is simulate the combat mechanic from the Mini Six ruleset. The combat setup takes a fairly standard starting character (Might 3D Weapon Skill +2D) and pitts them against the Bear as stated in the rule book.
On average the Bear (who hit first) would make a tasty meal of our camper 71% of the time within 5 combat rounds. And most of the remainders 27% ending with both of our combatants unconcious. Our camper escaped only 2% of the time.
Granted it is a pure slugfest that I'm simulating here, with no attempts to escape or do anthing other than hit the opponent. And Really the average of 5 rounds should give the player plenty of time to do something inteligent.
Giving our camper some armour helped a lot. Giving them an average of 29 rrounds to try an escape and an 18% chance of winning outright. The Bears odds of getting lunch also dropped to 56%.
With evently matched oponents there is a significant first strike advantage. The fighter who starts winning 46% of the time. The Second striker wins 24% of the time and there is a draw the remaing 30% of the time. Combat howerver takes a more respectable 7 rounds on average. Adding Armour seems to even this off and add a couple of rounds to the combat.
And finally Our fully equiped hero against a lowly guard with lower quality equpment, he will manage to win out 71% of the time, and only stands a 1% chance of actually looseing. Which is as it should be.
So all in all I'm happy with the calibration of the system. Though I find the high freqnecy of mutual unconciousness a little suprising.