"The creature jumps on you with its full weight..."

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

... how much damage does it do, and does your soak come into play? For example: you kill a wild Rancor, but as it topples over it falls on you. Or a heavy Black Nexu jumps down from an overhanging rock on top of you.

Does its Brawn multiplied by its Silhouette seem like a decent way to calculate the damage this would do to you? And what about your soak, does it reduce the damage... or only of creatures that are of the same (or lower) Silhouette as yourself?

For example, your soak should probably be able to absorb some of the weight of a human jumping on top of you, but would it also be able to withstand a Rancor falling down on you?

Has anyone encountered something like this in their games? And if so, how did you handle it?

Force Sensitive chaps with Move can throw something for Silhouette x10 damage. I imagine speeding debris or a charging animal would be similar. Maybe with an Average Coordination check to avoid the hit? Advantages add to Soak ("It only clips you")?

Less damage for something collapsing on top of you (no momentum) - maybe x5 (Easy to avoid)?

Full Soak, either way.

Edited by Col. Orange

If it came up just once in a game, I'd probably just pull a number out of the air that seemed reasonable, but yes, I'd say Soak would apply.

And remember, the creature jumping on you takes some damage too. Not as much as the one it's landing on, but still.

"I tackle him with my full weight"

"Fine, make a melee attack roll with 1 advantage. If you hit, you knock him prone. If you miss, you are prone. You may spend 2 advantage if you hit to move him a set distance, up to a maximun of short. He can spend 2 disadvantage to do the same past him in the same direction"

The act of simply tackling someone is simply a combat action to me that doesn't warrent the extra mathmatics. People just don't turn into torpedos when they charge, otherwise it would become a standard action, yet still maintains purpose (you can push people back and/or keep them prone to stop running, slightly higher risk, but essnecally an attack with benifits)

There are exceptions however that would warrent the thought of much more damage "I grab a rope jump down, intending to collid with him"

"After making your athletic checks to stay on... Instead of dealing your brawn, you deal 10 damage and an advantage if you hit. However he will recieve two boost dice on subsquent attacks on you. Make it count"

Basically, kind of like a highly damaging bravdo move and your really putting your life in your hands to actually be a fully fledged torpedo. In that case, I would make do much more damage.

Other things I would reward is using the enviroment. I remember one time where I used improvised brawl attack to trip someone onto a table leg. 5 damage, plus brawl, but 2 setback dice to set the move up.

For the example of the rancor falling on the person, I would simply use it as an excuse to apply strain or individual wounds (as appropriate) per level of threat or despair.

I'm pretty sure there is already a way to handle making a Brawl attack with the intention of knocking an enemy prone. I'm away from my book, but I believe Triumph or else a certain number of Advantage on a Brawl attack can be spent to knock a target prone. I think it's more than "make a Brawl attack with one Advantage", at least.

I think it might be better if I just explain what I'm planning. This is the scenario I have in mind (putting it between spoilers, just in case one of my players stumbles in here... in which case, don't read! :P ):

The group wanders in a huge cave, and on a successful perception check will notice a huge spider crawling on the ceiling ,stalking them. And when I mean huge, I mean Silhouette 3 huge. One of its first actions will be to jump down and try to land on top of a PC. So that's why I'm trying to figure out the damage it would do. I think it would be cinematically cool to have that happen, but I don't want it to be insta-death either. A successful coordination check will ofcourse let the player dodge it, but the spider will probably be nimble enough to avoid any falling damage.

That's pretty much the gist of it. So it's not really about how to knock someone prone, but really about a 'body slam' kind of attack.

Edited by Veruca

I think it might be better if I just explain what I'm planning. This is the scenario I have in mind (putting it between spoilers, just in case one of my players stumbles in here... in which case, don't read! :P ):

That's pretty much the gist of it. So it's not really about how to knock someone prone, but really about a 'body slam' kind of attack.

I would simply make it a standard brawl attack. Just allow any advantages or triumphs to reflect what has occurred, perhaps by allowing it to stun or disorient the victim.

That's pretty much the gist of it. So it's not really about how to knock someone prone, but really about a 'body slam' kind of attack.

I should have quoted, but I was responding more to LordBritish's suggestion of allowing a Brawl attack with 1 Advantage to knock a player prone.

I still agree that in your situation, I'd use a Brawl attack by the creature. I think it'd be an awesome encounter too, it sounds very cool!

Things to consider when creatures fall on PCs:

Creatures usually means a living thing. Living things are squishy, unlike rigid mechanical things.

Having a tree fall on you is often more dangerous then having an elephant fall on you even thought the elephant probably weighs more. The elephant isn't rigid with the exception of his bones. His flesh protects you, while the tree is full of sharp splinters trying to perforate you and more of it's weight ends up on you because you bend more than the tree does.

It's way too much physics for use in a game situation, but the game system helps here.

Edge doesn't have a rigid rules mechanic regarding this (This is a good thing). The damage of a rancor falling shouldn't be more than a character would take falling from a height equal to the rancor's.

Comparing it to a force throw isn't a good idea because force users can hurl things with far more force than gravity applies Otherwise nothing would move in the first place. You have to apply at least enough force to counteract gravity.

Also silhouette has nothing to do with weight. It's really a question of volume. A blimp might be sil 4, but it don't weigh squat.

My advice is to just go with what you think feels about right. You've already done the work by thinking about it ahead of time so you won't make a ruling based on the emotions of the situation.

I had a date end with this thread title once.

Make sure it fits with the falling rules. I had one player fleeing a Super Cyber Nexu out of the Sa Nalor, and out of fear, he leaped the last 20-30m. "*Crunch* He lands in a heap and he's not moving any more."

He was at 1 HP next morning after and evening rest in our Bacta Spa.

My advice is to just go with what you think feels about right. You've already done the work by thinking about it ahead of time so you won't make a ruling based on the emotions of the situation.

Thanks. Maybe I should just take into account how much health the targeted PC has left, and do damage accordingly? Enough damage to give my players a scare, but not enough to actually take them out of the fight. After all, the creature will probably want its prey alive for later consumption. :P

"....and you reaffirm your belief that blind dates are a universally bad idea."

For that matter, if I use Force push to hurl a knife, does it do 10x Silhouette (in other words zero) or some variation of its base damage? 10x1 seems reasonable since the knife is BRN +1 damage bonus and the 10x damage from Force Throw seems equivalent to strength based throws.

Because it's not particularly clear, I would have a thrown weapon do 10x[silhouette]+[Damage]. So a thrown knife, which would be a Silhouette:0 item would still only do a single point of damage, while a thrown vibroaxe (which is likely Silhouette:1) would do 13 points of damage (10x1+3).

This seems like a slippery slope here. 10 x (silhouette + dmg) would mean a knife would do as much damage as a player thrown at someone. That doesn't sound right at all. By that logic you would have a lightsaber hitting for 100 dmg. Even if you put it as base 10 + weapon dmg a lightsaber is looking at 20 points right there and you now have an player who will only throw his lightsaber at people every round to instakill. I would at best do the weapon's encumbrance plus force rating as a kind of gauge for how strong they throw it with the force. That would give a vibroknife 3 dmg with force rating two, while a vibroaxe would hit for 6.

... how much damage does it do, and does your soak come into play? For example: you kill a wild Rancor, but as it topples over it falls on you. Or a heavy Black Nexu jumps down from an overhanging rock on top of you.

Does its Brawn multiplied by its Silhouette seem like a decent way to calculate the damage this would do to you? And what about your soak, does it reduce the damage... or only of creatures that are of the same (or lower) Silhouette as yourself?

For example, your soak should probably be able to absorb some of the weight of a human jumping on top of you, but would it also be able to withstand a Rancor falling down on you?

Has anyone encountered something like this in their games? And if so, how did you handle it?

Damage is based off silhouette, and yes is soakable... assuming a full adult Rancor isn't falling on someone (dead weight), as physics would demand instant death. ;)

I had a date end with this thread title once.

Congratulations! / Commiserations! (delete as appropriate)

Edited by Col. Orange

Damage is based off silhouette, and yes is soakable... assuming a full adult Rancor isn't falling on someone (dead weight), as physics would demand instant death. ;)

Damage is soak-able, but you're wrong about the physics.

The weight of a rancor shouldn't crush you because most of it won't be on you. It'll be on the ground around you. The rancor is larger than you and unless his flesh is a great deal denser then human flesh it will tend to "bend" around a solid object (you). His bones will tend to further distribute his weight.

If a rancor falls directly on you, death doesn't come from crushing. It comes from suffocation. You can't breathe because of the weight above and the flowing effect of flesh will tend to seal off or limit the air supply, by trapping you in a pocket of rancor muscle and fat. Basically, a meat cave.

All in all, a really yucky way to expire.

It probably doesn't matter much to player who has to make a new character, but I thought I would share.

Okay... I've been thinking about the two issues at hand here, having something fall on a player, and having something thrown by use of the Force.

Let me address the Force Throw issue first.

I stand by my previous statement of having a Force-thrown item do (10 x [silhouette]) + [base Damage]. That way normal thrown weapons are never really doing more than their base damage anyway, but I'd like to add a layer, so that it looks more like [Force Rating]{(10[silhouette]) + [base Damage]} so that the whole equation is modified by a player's Force Rating. That way, a person with Force Rating: 2 will do more damage than a neophyte with a Force Rating of 1.

As for a Rancor or some other object falling on you... well, I'd go [silhouette] x [brawn] for damage, then modify damage by the height from which the object fell in the following way:

If the object toppled over from an "Engaged" distance, [silhouette] x [brawn]

If the object fell from "Short" range: 10 + ([silhouette] x [brawn])

If the object fell from "Medium" range: 30 + ([silhouette] x [brawn])

If the object fell from "Long" range: Player is incapacitated, critical is set to +(50([silhouette] x [brawn]))

If the object fell from "Extreme" range: Player is incapacitated, critical is set to +75([silhouette] x [brawn]))

That follows with the falling damage found on Page 215 of the core rulebook, and seems reasonable to me.

Basically, a meat cave.

MEEEEEEAT

CAAAAAAVE

(ahem) Apologies.

Edited by Col. Orange

As for a Rancor or some other object falling on you... well, I'd go [silhouette] x [brawn] for damage, then modify damage by the height from which the object fell in the following way:

If the object toppled over from an "Engaged" distance, [silhouette] x [brawn]

If the object fell from "Short" range: 10 + ([silhouette] x [brawn])

If the object fell from "Medium" range: 30 + ([silhouette] x [brawn])

If the object fell from "Long" range: Player is incapacitated, critical is set to +(50([silhouette] x [brawn]))

If the object fell from "Extreme" range: Player is incapacitated, critical is set to +75([silhouette] x [brawn]))

That follows with the falling damage found on Page 215 of the core rulebook, and seems reasonable to me.

See that's where people are making poor assumptions. A rancor going tiiimmmbbberr doesn't fall from the top of his head. Technically he falls from his feet on the floor.

If you've ever seen some one pass out, they don't fall like a tree. They crumple to the ground. The knees collapse first, then the waist, and then chest thumps down sort of whipping the head into the ground. That flailing of the head can be dangerous, but presumably your rancor is dead, so he doesn't care.

The strength of a rancor doesn't matter directly other then that stronger things have more muscle mass and are heavier. The dead rancor is not trying to head butt you.

From a dramatic standpoint do you really want to punish the player who was ballsy enough to go toe to toe with a frigin rancor?! That's the kind of awesome that makes for good drama. If you want the rancor fall on the PC crushing him is boring. Better to go for the comedic value. Have the rancor's corpse fall only on his legs, trapping him. No damage, but now he has to role play calling out, "Guys... Guys... A little help here?"

People are way overthinking this thing (Yes I include me in that statement).

From a dramatic standpoint do you really want to punish the player who was ballsy enough to go toe to toe with a frigin rancor?!

I don't think anyone is trying to punish a player for being ballsy enough to fight a rancor, but if you kill one with a Despair, the GM might as well be prepared.

If you've ever seen some one pass out, they don't fall like a tree. They crumple to the ground. The knees collapse first, then the waist, and then chest thumps down sort of whipping the head into the ground. That flailing of the head can be dangerous, but presumably your rancor is dead, so he doesn't care.

For the most part, I would agree. But I've seen enough people pass out in formation to know that they can fall like a tree. Usually forward, face first into the concrete. :(