So i was thinking, i dont remember reading anything in the core book about what being under 0 wounds does to you. Or maybe i missed it, but was considering implementing something that being far under 0 can kill you even outright if it is enough damage. Something like negative wound points or critical hit modifier = d100+(10 x the total number of wound points below 0) i could just have totally missed the part where its already written. I dont see it coming up often but just a thought.
Death of a Character
1) make sure you're counting UP to (and beyond) your Wound Threshold, not subtracting hit points from a total. Otherwise other rules and information get confusing. Let's make sure we're all using the same standard!
2) player-character death normally happens when you roll high enough on the critical injury chart.
3) when you exceed your Wound threshold, you are knocked unconscious AND receive a critical injury. So you're on the right track there, but you might want to give the CRB another read (use the index to look up Wounds or Wound Threshold).
Technically, but being under zero wounds means you are perfectly healthy. One thing that so many people have issue with is that you count up in terms of health, rather than the count down as the other system.
Every crit you recieve adds +10 to further crit rolls. Add the vicious quality and certain talents, and you have a good chance to kill a character.
Once you are over your wound threshold, and unconcious, every additional hit will be an automatic critical. They add up very fast.
Oh right i forgot they count up. It was mostly for just really odd things that could happen with that most of which are sort of GM decision but RAW you could get run over by a train or hit with a giant space cannon and suffer only some strain if the critical hit rolls a 1. You need to clear 140 i think to kill someone. Also not quite finished with the CRB yet, just got into the force chapter
As an aside, the subject of automatic coup-de-grace has come up on the board before, e.g. a stormtrooper shooting an unconscious character in the head. I think the system is insistent that if that happens, you continue to accrue criticals naturally; there's no "spend a full action, kill an incapacitated foe" in this system, unlike say D&D, which is really good for character (and Nemesis) survival. Not all enemies, even stormtroopers, want to go around double-tapping every apparent corpse for a variety of reasons, not the least being that unconscious, captured characters continue the plot.
I know this isn't helpful, but sometimes rolling for damage isn't needed.
Our first PC death was when he was in an Imperial scout ship that had crash landed. It was rigged to blow and, well, it did with him onboard.
"Enough explosives on board to put a small crater in this moon", Gri Vashi said with a worried look on her face.
It was mostly for just really odd things that could happen with that most of which are sort of GM decision but RAW you could get run over by a train or hit with a giant space cannon and suffer only some strain if the critical hit rolls a 1.
Not entirely true, but true enough, and that's the idea.
EotE, and some other game systems for that matter, are specifically designed to make it hard to kill a player outright. It's just basic principles of fun really; it isn't fun to spend an hour designing and building a character, and then have him die in a single hit in the first adventure.
As a more story driven game (remember you get XP for completing the story, not killing stormtroopers) in EotE, you really aren't supposed to kill a player just because of a die roll, you're supposed to do it because the story needs it.
If you're comparing it to D&D or Pathfinder... remember that those games also have many was for resurrecting dead characters, and death/resurrection is a more common theme in the heavier fantasy tales those games are intended to emulate.
To Ghostofman you listen!
Also remember that this game has a 'narrative' nature for a reason. It's not a tactical, mechanic simulation run by machines.
If a character gets "run over by a train" the results are whatever the GM narrates it to be.
You don't have to say "You are laying down on the tracks as the many tons of locomotive drive over you, crushing your bones and splintering your organs, but somehow you live because we didn't roll a 'Death' critical hit."
You can say "The train bears down on you and you make a last ditch effort to dive out of the way. As you leap, you feel the screaming of the engine and the feel of the wind on your cheeks as you jump from the tracks. From the exertion and the stress on your body you take 18 wounds. You're now unconscious, and you suffer a critical hit ... (rolls on the Critical Hit table)".
In a game I was running a character got "hit" by a blaster shot from a strafing fighter flying over the party. This was our first adventure, and I certainly wasn't going to "kill" the character because of it.
I narrated it much the same way, with the character barely diving out of the way of the oncoming blasts but suffering damage from them.
As an aside, the subject of automatic coup-de-grace has come up on the board before, e.g. a stormtrooper shooting an unconscious character in the head. I think the system is insistent that if that happens, you continue to accrue criticals naturally; there's no "spend a full action, kill an incapacitated foe" in this system, unlike say D&D, which is really good for character (and Nemesis) survival. Not all enemies, even stormtroopers, want to go around double-tapping every apparent corpse for a variety of reasons, not the least being that unconscious, captured characters continue the plot.
Those times where you follow the RAW, the double tap is rarely enough unless the shooter has Lethal Blows and the weapon has Vicious. Sometimes you want the whole party to put another round into them... just to be sure.
Everyone here seems to be on the same page (death is difficult, story is king - all good).
However, if a Nemesis (or particularly competent and vicious Rival) wants to kill a character who's over their Wound Threshold and nobody's left fighting, that character is dead, dead, dead. Heroes strive despite the danger. No danger = no heroes.
**SPOILER**
I'm thinking of a point in Skyrim where, at the turning point of the Thieves Guild quest line, you (the Dragonborn) get run through by your "friend's" sword and left for dead. But, thanks to a good turn of luck, you survive instead of bleeding out. Surviving a coup de grâce is heroic, and while I agree there should be danger, the stories where heroes survive against impossible odds—seemingly by the skin of their teeth—can be very compelling. That is what the d100 roll is about, IMO. Gives a chance for the player to survive a "deathblow."
But, of course, there are times when the death of a character is called for. And if the PC is okay with it, you can work with that player to gracefully usher in a meaningful demise. At least, that's what I've had the best experience with in the past (both in SWSE and Edge).
**SPOILER**
I'm thinking of a point in Skyrim where, at the turning point of the Thieves Guild quest line, you (the Dragonborn) get run through by your "friend's" sword and left for dead. But, thanks to a good turn of luck, you survive instead of bleeding out. Surviving a coup de grâce is heroic, and while I agree there should be danger, the stories where heroes survive against impossible odds—seemingly by the skin of their teeth—can be very compelling. That is what the d100 roll is about, IMO. Gives a chance for the player to survive a "deathblow."
But, of course, there are times when the death of a character is called for. And if the PC is okay with it, you can work with that player to gracefully usher in a meaningful demise. At least, that's what I've had the best experience with in the past (both in SWSE and Edge).
I was thinking about that exact
scene
, which is why I felt the need to include "competent" in my opinion.
If that character had been half-way competent they would have cut my head off.
I am Dragonborn! I once punched-out a g iant !