Criticals Underwhelming?

By Sylrae, in Star Wars: Edge of the Empire RPG

The beauty of this system is that players can get crit a lot and it builds the tension. Each additional crit has potential to be more dangerous than the last. If you're crit 5 times in a fight then you could die.

Who're all these scary mofos surviving at least 5 hits during a combat?! ;)

I think our marauder survived 4 during one encounter. Bit of a brown trouser fight.

The beauty of this system is that players can get crit a lot and it builds the tension. Each additional crit has potential to be more dangerous than the last. If you're crit 5 times in a fight then you could die.

Who're all these scary mofos surviving at least 5 hits during a combat?! ;)

I think our marauder survived 4 during one encounter. Bit of a brown trouser fight.

Everyone can survive 5 hits. The trick is staying below WT for all 5 hits. ;)

The beauty of this system is that players can get crit a lot and it builds the tension. Each additional crit has potential to be more dangerous than the last. If you're crit 5 times in a fight then you could die.

Who're all these scary mofos surviving at least 5 hits during a combat?! ;)

I think our marauder survived 4 during one encounter. Bit of a brown trouser fight.

Everyone can survive 5 hits. The trick is staying below WT for all 5 hits. ;)

Ack! Pedantics attack! <Parry!><Riposte!><Thrust!>

Just a thought...

YYYG

A successful hit with 3 triumphs. (Not going to happen often, but I have seen it)

Lethal Blows 2X (45 XP through Marauder)

Vicious 3 (Vibro-Axe)

That is +70 to the roll and can easily be achieved in 100 XP.

I vote for leaving the critical system alone.

I find the system as part of the narrative and slowly, in a lot of cases, helps build the tension in a fight.

Jamwes - I'm thinking of switching to the interpretation of "once per week" that others here have.

I'm wondering if maybe some of us really old school gamers have an easier time with EotE crits, because Crit tables used to be the way of things in most RPG's back in the 80's.
(and not everything on them was devastating either)

Edited by Grimmshade

I vote for leaving the critical system alone.

I find the system as part of the narrative and slowly, in a lot of cases, helps build the tension in a fight.

Ultimately so do I. The criticals up to 100 are more or less confined to encounter effects plus the cumulative bonus which is plenty imo. I don't know if it is just people rolled a couple and weren't happy with the results, but I get the feeling some maybe didn't read all of the effects. There are quite a few under 100 that are a pain in the @$$.

If every critical were like the ones over 100 every battle would potentially be an amputation jamboree. So I don't know if it is people would prefer something completely different than a chart for critical hits and replace it with some sort of standardized effect or what.

I've seen results 81-85 scored on a Rival (so, effectively no effect), a 106-110 rolled and reducing an opponent's Intellect for a battle (on a Gamorrean with Intellect 1, so again no effect), and others that were highly anticlimatic.

Just a thought...

YYYG

A successful hit with 3 triumphs. (Not going to happen often, but I have seen it)

Lethal Blows 2X (45 XP through Marauder)

Vicious 3 (Vibro-Axe)

That is +70 to the roll and can easily be achieved in 100 XP.

I vote for leaving the critical system alone.

I find the system as part of the narrative and slowly, in a lot of cases, helps build the tension in a fight.

Child's play. You slap a Mono-Molecular edge on that Vibro-Axe to decrease it to crit rating of 1, and now you're reliably racking up the crit's modifier. Who needs 3 triumphs, or 6 advantages, when you can do the same with 3 advantages. But hey, with 6 advantages, that knocks it up to +100, and gives them a nice chance to guarantee even bigger enemies can get End is Nigh or Death.

I've seen results 81-85 scored on a Rival (so, effectively no effect), a 106-110 rolled and reducing an opponent's Intellect for a battle (on a Gamorrean with Intellect 1, so again no effect), and others that were highly anticlimatic.

It's moments like those that being slaved to the mechanics make no sense. Just adjust up or down for something more effective. That way the player activating the critical doesn't feel like it was inconsequential. You don't need rules for this, just GM common sense.

It's moments like those that being slaved to the mechanics make no sense. Just adjust up or down for something more effective. That way the player activating the critical doesn't feel like it was inconsequential. You don't need rules for this, just GM common sense.

I don't know, that seems more like a "let the chips fall where they may" moment.

Just a thought...

YYYG

A successful hit with 3 triumphs. (Not going to happen often, but I have seen it)

Lethal Blows 2X (45 XP through Marauder)

Vicious 3 (Vibro-Axe)

That is +70 to the roll and can easily be achieved in 100 XP.

I vote for leaving the critical system alone.

I find the system as part of the narrative and slowly, in a lot of cases, helps build the tension in a fight.

Child's play. You slap a Mono-Molecular edge on that Vibro-Axe to decrease it to crit rating of 1, and now you're reliably racking up the crit's modifier. Who needs 3 triumphs, or 6 advantages, when you can do the same with 3 advantages. But hey, with 6 advantages, that knocks it up to +100, and gives them a nice chance to guarantee even bigger enemies can get End is Nigh or Death.

I went with what is available to everybody. Our campaign is a gritty starved economy and we have just recently made the contacts to acquire a few items over rarity 4. 360ish XP in and most of us are still running around with our weapons from creation. We have picked up a few things and have just acquired weapons and a hyperdrive for our ship.

I've seen results 81-85 scored on a Rival (so, effectively no effect), a 106-110 rolled and reducing an opponent's Intellect for a battle (on a Gamorrean with Intellect 1, so again no effect), and others that were highly anticlimatic.

Away from book, so I can't speak to what the 81-85 is, but the intellect on the gammorean, this is where I try to be creative. The gammirean could try to only attack the person who inflicted that crit or decides that honour means that they have to kill their foes with their bare hands rather than the more effective vibro axe. As someone who also tries to make enemies behave in a logical, not fight to the death sort of way, that gammorean with the reduced intellect will never run, even charging headlong to certain death against all odds.

Its a narrative system so narrate. Take what you roll and well, roll with it.

I've seen results 81-85 scored on a Rival (so, effectively no effect), a 106-110 rolled and reducing an opponent's Intellect for a battle (on a Gamorrean with Intellect 1, so again no effect), and others that were highly anticlimatic.

It's moments like those that being slaved to the mechanics make no sense. Just adjust up or down for something more effective. That way the player activating the critical doesn't feel like it was inconsequential. You don't need rules for this, just GM common sense.

Common sense you say?!.........

I don't know, how about someone who is at 1 intellect on a good day, taking a Critical Hit, goes to zero intellect suffering a Horrific Injury, and is consequently turned into a vegetable until they are treated. Am I being too imaginative here? Are we allowed to use our imagination? I can't remember the page with the rule that says we can use imagination but I'm pretty sure it is in there or on an errata..........

Well im out of town atm so i dont have my Beginners Book with me, but didnt they have a 4 step crit table or something? Indontnremember how bad it got on that table. Maybe that would be of some use with some modifications.

And on a second look, the crit table really doesnt seem to be built for use against npcs. Like what was said before, no npcs should be taking multiple crits. If they are, they're probably a nemesis or monster and usually have abilties that crits can hamper and mess with. Rivals should probably just bow out of the fight after the first solid crit, and of course minions just die outright.