Not lethal enough?

By RodianClone, in Game Masters

We played our firs game last night, it was fun! We started out in hyperspace with the three characters transporting two caged gundarks in their wyafarer medium transport to a hutt on Tatooine.

Of course one of the gundarks got loose and the group had to fight it and put it back in its cage.

The jawa technician got thrown around and reached his wound treshold as he landed head first in a crate of gundark food after hitting the wall.

I told the player he was unconscious and had to roll for critical injury. He loved that and said it felt very old school. But then he found out that he couldn`t be killed in combat without hitting "dead" on the crit. table.

He was really disappointed by that and felt that the game wasn`t lethal enough and that this took away the some of the risk and thrill of the game.

I tried to explain to him that unlike dnd where you are better than most adversaries, the ones you meet in this game is more likely to challange you. And there is no spell called raise dead or resurrection and that healing is slow.

He didn`t seem to be quite convinced, but I don`t think he would last long if he jumped right into another fight, and this was just one gundark(rival) after all, against three characters.

We are very new to this game, but to me as a gm it felt lethal enough. What does more experienced players think?

Edited by RodianClone

If they want it more lethal or the possibility at least I would have a means of killing them in that state (it can be a little odd when high wound characters are at negative double there would threshold) I was thinking of having that subsequent wounds incur more Citicals or have high modifiers to the such as falling damage, that way they won't outright die from the incident but if the others leave them or attention shifts to them for some reason it can be dangerous again.

It's lethal enough, he's lucky his friends were still conscious. If his character lands in the gundark food and the gundark starts pounding on his unconscious body, you don't even have to roll, you can just have him ripped apart. Or if you do roll, there won't be any difficulty dice, so the advantages start pumping out crits left and right, and every round each crit he's suffered so far adds +10 to the new crit...death will find him quickly. Maybe that will make him happy.

Or send him a new adversary sporting a weapon with the Vicious quality...he'll change his tune soon enough.

One thing he hasn't considered is recovery time. You can only heal a crit a week, and just its existence means any new ones are more dangerous. You really don't want to get hit much in this game, the effects linger.

Edited by whafrog

It's lethal enough, he's lucky his friends were still conscious. If his character lands in the gundark food and the gundark starts pounding on his unconscious body, you don't even have to roll, you can just have him ripped apart. Or if you do roll, there won't be any difficulty dice, so the advantages start pumping out crits left and right, and every round each crit he's suffered so far adds +10 to the new crit...death will find him quickly. Maybe that will make him happy.

Or send him a new adversary sporting a weapon with the Vicious quality...he'll change his tune soon enough.

One thing he hasn't considered is recovery time. You can only heal a crit a week, and just its existence means any new ones are more dangerous. You really don't want to get hit much in this game, the effects linger.

Yes, regarding crits. How do you interpret them over time when the effect of them are really short? Am I supposed to come up with something like a broken arm or serious wound that hampers the player in some way untill it is fixed?

I agree it's hard to die in this game, but I would argue that it's still pretty lethal. As has been pointed out, critical injuries take a long time to heal, and having any crits still on your sheet means there's a much higher chance of being even more grievously injured than before. Beloved equipment can also be destroyed, which can set the group back by months, to say nothing of the ship getting damaged or blown up.

The lack of easy PC death (even getting hit with a turbolaser or a Vicious 5 weapon can only bring you to the brink of death if you have no previous criticals) just means more consistency when it comes to what character is facing which threat. After all, it generally makes for a more interesting story if it's about the same group of characters having to overcome a number of different obstacles.

Yes, regarding crits. How do you interpret them over time when the effect of them are really short? Am I supposed to come up with something like a broken arm or serious wound that hampers the player in some way untill it is fixed?

Generally, the easier crits that only last until the end of the encounter don't have much in the way of lingering effects. I've told my players that they might have a slight limp or just feel more fragile after the battle, since the real danger of those lower critical injuries is how they add to future crits. You don't have to think too hard about reasons.

Yes, regarding crits. How do you interpret them over time when the effect of them are really short? Am I supposed to come up with something like a broken arm or serious wound that hampers the player in some way untill it is fixed?

No, but they still exist after the encounter, even if the immediate effect has a short duration. You still mark them on the character sheet, and they don't go away until they're healed. So you might have one encounter where you took 2 crits in the lower range. Next encounter, the next crit you take gets +20 to the percent roll because of the previous two crits. Now you have 3 crits, so the next encounter if you take a crit there will be +30 to the percent roll. Add in an opponent with a Vicious weapon and Lethal Blows, and it's very easy to get into lethal territory. You can't get rid of crits with stimpacks, it takes a week (or more if the Medicine roll fails).

Edited by whafrog

I GM both a Dark Heresy and an Edge group, so i kinda like that at least that group cannot die so fast.

However, i remember a passage in the CRB that in cases of extreme damage the GM CAN kill the PC outright.

So no, you won't survive a hit from a Turbolaser .. in my group at least.

I allow for intentional kills to make things more dangerous. For instance, the players were protecting a patron who got dropped and I rolled on the critical chart. Someone commented on him being treated as a PC, so he wouldn't die until he got a "Dead" critical. So they left him unconscious in a vehicle that was being riddled with blasterfire.

When the smoke cleared, I declared him dead. Everyone seemed to know that they had that coming... Ever since then, I feel like if you're engaged with an unconscious / helpless opponent, you should be able to kill him in the narrative with a blaster to the forehead or a blade to the throat.

I actually prefer games that have a "taken out of combat" result instead of death. I find that it makes it easier to keep an ongoing story rather than just have players shuffle around numbers. When a character needs to die they can be killed at the discretion of the group or they can have the serial style "mysterious rescue" and remain alive. It keeps the power in the hands of the people playing and not the dice.

Some people, such as your player, don't like that style of play. If the rest of the group agrees, you could easily add a house rule - but I find that most people after experiencing this sort of system prefer it.

It's lethal enough, he's lucky his friends were still conscious. If his character lands in the gundark food and the gundark starts pounding on his unconscious body, you don't even have to roll, you can just have him ripped apart. Or if you do roll, there won't be any difficulty dice, so the advantages start pumping out crits left and right, and every round each crit he's suffered so far adds +10 to the new crit...death will find him quickly. Maybe that will make him happy.

Or send him a new adversary sporting a weapon with the Vicious quality...he'll change his tune soon enough.

One thing he hasn't considered is recovery time. You can only heal a crit a week, and just its existence means any new ones are more dangerous. You really don't want to get hit much in this game, the effects linger.

You ditch crits quicker with access to a Bacta Tank.

I agree also, he didn't see the danger of multiple crits stacking, combined with Vicious and Lethal Blows you can be dead quick if you want to be.

I feel a lot of people also over-discribe non-critical wound damage. All wound damage is relitively superficial, scratches, bruses and ego damage. If your discribing wound damage as major cuts or burns, getting to the critical table and rolling on the low end can feel anti-climactic.

I feel a lot of people also over-discribe non-critical wound damage. All wound damage is relitively superficial, scratches, bruses and ego damage. If your discribing wound damage as major cuts or burns, getting to the critical table and rolling on the low end can feel anti-climactic.

But on the other hand, exceeding a wound threshold drops you. So it's not all superficial and bruises.

But somehow, still less damaging then a "minor nick" (01-05 on the critical).

[it doesn't really make sense to me.]

All the advice above is good. If your jawa friend wants more lethal combat, stick him in a TIE fighter. Space combat seems to be more lethal for most people. :)

The game might not feel particularly lethal, as in "Oh my, I'm about to die." However, "this is gonna hurt" is pretty common and characters can get effed up pretty easily. A combat where one or two PCs go down, even if they're not "d.e.d. dead" can quickly snowball into a wipe where all the PCs are unconscious or disabled and at the mercy of their opponents. At that point, I can be fairly confident you won't hear your PCs crying out for more lethality. :)

Oh yeah.

In my group there's not so much a worry about "actual" death - though it's not that hard to cause such a thing even early on with Talents + gear.

People ARE really worried about getting knocked out. Or are especially worried about our melee tank being knocked out.

It's lethal enough, he's lucky his friends were still conscious. If his character lands in the gundark food and the gundark starts pounding on his unconscious body, you don't even have to roll, you can just have him ripped apart. Or if you do roll, there won't be any difficulty dice, so the advantages start pumping out crits left and right, and every round each crit he's suffered so far adds +10 to the new crit...death will find him quickly. Maybe that will make him happy.

Or send him a new adversary sporting a weapon with the Vicious quality...he'll change his tune soon enough.

One thing he hasn't considered is recovery time. You can only heal a crit a week, and just its existence means any new ones are more dangerous. You really don't want to get hit much in this game, the effects linger.

Yes, regarding crits. How do you interpret them over time when the effect of them are really short? Am I supposed to come up with something like a broken arm or serious wound that hampers the player in some way untill it is fixed?

Just to expand upon this: In real life, in some cases, a damage to a leg/feet muscle that causes you to limp for a few days still persist for months after the pain/limping stops. And while it persists it makes you more susceptible to more damages on the region.

Our group is starting the our campaign this week, I ran them through the EotE starter adventure and the droid wend down 3 times, he just got really lucky. I'd love to see some alternative flavor text for Droid crits, same kind of bones just with the flavor for Droids. It's is easy enough to come up with Droid damage flavor though.

KSW

This system is awesome!

One third of the forum believes that is too lethal, other half that isn't enough lethal and the other third that it's just fine XD

Maybe if every part exchange their reasons and point with the other 2 parts, everyone would be satisfied with it XD

One third of the forum believes that is too lethal, other half that isn't enough lethal and the other third that it's just fine XD

What an awesome forum. I know of no other that manages to be 7/6ths of itself... :)

Edited by whafrog

XDDDD

That's how we are my friend... over 9000! XD

I feel a lot of people also over-discribe non-critical wound damage. All wound damage is relitively superficial, scratches, bruses and ego damage. If your discribing wound damage as major cuts or burns, getting to the critical table and rolling on the low end can feel anti-climactic.

But on the other hand, exceeding a wound threshold drops you. So it's not all superficial and bruises.

You take a crit when you exceed threshold, so that last "superficial only" damage that drops you is actually more than that.

He was really disappointed by that and felt that the game wasn`t lethal enough and that this took away the some of the risk and thrill of the game.

"Gentlemen, in response to last week's constructive criticism, I have prepared a very special module for tonight's adventure..."

S1ModuleCover.jpg

He was really disappointed by that and felt that the game wasn`t lethal enough and that this took away the some of the risk and thrill of the game.

"Gentlemen, in response to last week's constructive criticism, I have prepared a very special module for tonight's adventure..."

S1ModuleCover.jpg

/shudder...

Well... I hope they bring a few pre-generated characters each. That was a charnel house.

But somehow, still less damaging then a "minor nick" (01-05 on the critical).

[it doesn't really make sense to me.]

It really depends on the context. I've been knocked out and when I came round, I had a bruise and that's it. So a critical of a "minor nick" rolled as a result of a Critical whilst you're still about? That's what it is. You're unconscious? That's still what it is, it's just that the unconsciousness is separate.

See, the thing is - this game, mechanics-wise - is as lethal as it needs to be. Damage can be nickel and dime. but there's no reason that the GM can't go "You just took a massive blow from a battle axe of Ghengis the Hutt, looks like you head is rolling around on the floor now" once their wound threshold tops out.

Mind you, I dislike killing characters and find that I can put PLENTY of risk into things without the specter of the grim reaper over my shoulder. So I'm happy as-is.