Handling deflect narratively

By ema nymton, in Star Wars: Force and Destiny RPG

In the films (well the prequels) and TV shows we see jedi deflecting blaster bolts with ease, there are some scenes where they must deflect a dozen or more.

Now this is not possible using the talents in the books due to the strain cost and more importantly the 'wound Leakage' as no matter how good you are some damage will probably get through.

That's OK, most of what we see on the screen does not represent use of the talents in the book, most of them are missed shots, narratively described as missing because it was deflected rather than because the target was making himself hard to hit in other ways. Or since each attack roll can represent more the one shot, sending one shot or a hail of shots is a question of 'colour' and colour can be counted by colour. The shots that need talent use are those that are especially well placed, or catch the force user at a bad time, or out of position, and therefore they need to Strain to reach them.

This is how I see it anyhow.

What I am wondering is how to handle the Wounds that are inflicted when using deflect. What do those Wounds represent? I have no problem with Parry, I can see all kinds of way to still hurt yourself while parrying an attack, but to me you either deflect a blaster bolt or you don't. How is everyone else handling this.

Wounds are an abstraction of physical damage. Anything can cause "physical damage," and there's a lot of bleed-over between Wounds and Strain, narratively speaking. Jarring, pulling your muscles, whiplash, general strenuous activity, close-shaves where you nick or burn yourself, etc...these can all be represented by strain, yes, but also by wounds. Not every wound is a blaster bolt to the chest.

Also keep in mind that a combat check is usually going to be more than just a pull of the trigger, or 6 second's worth of activity. We're talking, potentially, about a whole minute in which blaster bolts are flying, cover is being taken, weapons are being drawn, characters are dodging and ducking, and brave Jedi are taking a stand. The narrative can take shape in those moments: the lightsaber-wielder is deflecting shot after shot, and one closely grazes his torso or thigh, inflicting minor damage...but he was able to fend off those bolts that would have killed him.

The wear of battle is undeniable. Even the most stalwart characters cannot stand up amidst heavy fire indefinitely.

Excellent break down Awayputurwpn.

Awaypuyurwpn has it summarised perfectly. A round is an abstract length of time that can be anything from a short 10 second exchange to several minutes of combat. Thus the wounds could be seen as physical excersion on the defenders part (rather then mental orientation, like strain) that means after the wounds theshold is breached, a lucky shot finally connects firmly enough to incapacitate the defender. It is also worth noting that exceeding wound/strain doesn't necessarily knock out the combatant, but leaves them in such a state that they can't muster up a response.

It's one good reason for any lightsabers themed character to have a good soak, soak isn't taking the hits directly, but reflects the physical capabilities and armours ability to turn aside blows, thus it's foolish to dump it all in a lightsabers kill and expect that to do enough. Only critical hits are considered real wounds.

Awesome wound-round definition. By thw way, trying to "canonize", we are testing a houserule were Reflect (not Parry) generates Failures instead reduce damage.

Until the moment it works pretty well for us :)

Wounds are an abstraction of physical damage. Anything can cause "physical damage," and there's a lot of bleed-over between Wounds and Strain, narratively speaking. Jarring, pulling your muscles, whiplash, general strenuous activity, close-shaves where you nick or burn yourself, etc...these can all be represented by strain, yes, but also by wounds. Not every wound is a blaster bolt to the chest.

Also keep in mind that a combat check is usually going to be more than just a pull of the trigger, or 6 second's worth of activity. We're talking, potentially, about a whole minute in which blaster bolts are flying, cover is being taken, weapons are being drawn, characters are dodging and ducking, and brave Jedi are taking a stand. The narrative can take shape in those moments: the lightsaber-wielder is deflecting shot after shot, and one closely grazes his torso or thigh, inflicting minor damage...but he was able to fend off those bolts that would have killed him.

The wear of battle is undeniable. Even the most stalwart characters cannot stand up amidst heavy fire indefinitely.

For my own game, I reinterpret "Wounds" to be "Physical Strain". You don't actually bleed until you get a crit.

I see Wounds as "Luck," so every time a character gets closer to surpassing their Threshold, they're that closer to finding the incoming whatever-blade, blaster bolt, rock-with their name on it. Crits and incapacitation are the ways attacks translate into physical damage

I view each character as having a single hit point and wounds are a representation of how much damage your character is able to dodge or block before a blade or blaster bolt gets through.

Yeah, the wound threshold, to me, is all that. I think it's important to keep it narrative, and doing so means keeping your definitions & parameters loose and situationally sensitive.

Nothing is more boring, IMO, than unmitigated predictability. Bring some life to the narrative by using the wound threshold in a dynamic way; sometimes it's a measure of luck, sometimes it's physical punishment, sometimes it's physiological wear. It's really a powerful tool, one of many that this game gives its players to tell stories and participate in the Star Wars universe.

Yeah, the wound threshold, to me, is all that. I think it's important to keep it narrative, and doing so means keeping your definitions & parameters loose and situationally sensitive.

Nothing is more boring, IMO, than unmitigated predictability. Bring some life to the narrative by using the wound threshold in a dynamic way; sometimes it's a measure of luck, sometimes it's physical punishment, sometimes it's physiological wear. It's really a powerful tool, one of many that this game gives its players to tell stories and participate in the Star Wars universe.

A good example is John McClain in Die Hard. What happens to him is all Strain and Wound stuff.

grid-cell-639-1422317545-4.jpg

Here's a Sam answer about "Wounds and criticals",

https://community.fantasyflightgames.com/topic/108101-ffg-developer-answered-questions/page-8#entry1807571

Sam: Conceptually, the dice system fits our vision of combat, because we see Critical Injuries as proper injuries, and wounds more as wear, tear, minor cuts, bruises, sore muscles, grazes, and minor burns. Basically, wounds are being battered, but Critical Injuries are the actual injuries that can put you on your back.

Edited by Josep Maria

Here's a Sam answer about "Wounds and criticals",

https://community.fantasyflightgames.com/topic/108101-ffg-developer-answered-questions/page-8#entry1807571

Sam: Conceptually, the dice system fits our vision of combat, because we see Critical Injuries as proper injuries, and wounds more as wear, tear, minor cuts, bruises, sore muscles, grazes, and minor burns. Basically, wounds are being battered, but Critical Injuries are the actual injuries that can put you on your back.

I saw that and was going to post here... but you beat me to it with your own question...curses...shakes fist

I rolled more Success on the Cool check I supose XDD :P

Yes, a round is a bit longer and all that... but don't think that you couldn't deflect a dozen or more blaster bolts in an encounter. You can spend advantage to recover strain. 1 for 1 is a pretty good deal and can make a defensive character very difficult to attack. Not to mention talents that help with this. I know you were focused on the Wounds aspect, but your basic premise had a slight flaw in it.

In the films (well the prequels) and TV shows we see jedi deflecting blaster bolts with ease, there are some scenes where they must deflect a dozen or more.

Awayputurwpn summarizes this well:

Also keep in mind that a combat check is usually going to be more than just a pull of the trigger, or 6 second's worth of activity.

In addition to the amount of *time* the round represents, it's also worth addressing the fact that the *number of actors* are represented by a single roll of the dice may also vary. Specifically, where the OP is saying we see Jedi deflecting dozens of blaster bolts or more, the attack is isn't being made from a single actor, but a handful, or more of minions.

For example, if you have an entire platoon of battle droids firing at a Jedi with deflect. Now, those droids aren't going to organize and talk about it and have select one from their number to shot at the Jedi, they're all gonna unload, producing tons of blaster fire. But that's rolled as one attack that the Jedi is deflecting.

Anyway, groups of minions is just another reason that can explain what we're seeing in the movies as a game mechanic.

I believe LethalDose has a big factor in this. Remembering that minion groups are pretty heavily used in FaD to represent groups of enemies (like battledroids) and these groups aren't just taking one shot at a time. That is why the dice pools (and in turn the average damage) of minon groups is reduced as their numbers diminish. So what first looks like a dozen enemies in the movies might be 3 minion groups. And what looks like deflecting many blaster bolts is really deflecting 2 or 3 attacks.

Almost forgot. We used the alternative version of Reflect (add Failures instead reduce damage) because on Clone Wars Jedi stop and return "Reflect" heavy weaponry/vehicle scale weapons "easily".

I believe LethalDose has a big factor in this. Remembering that minion groups are pretty heavily used in FaD to represent groups of enemies (like battledroids) and these groups aren't just taking one shot at a time. That is why the dice pools (and in turn the average damage) of minon groups is reduced as their numbers diminish. So what first looks like a dozen enemies in the movies might be 3 minion groups. And what looks like deflecting many blaster bolts is really deflecting 2 or 3 attacks.

To add onto this, ensure you use groups for this. I had my DM once break 3 groups into 9/10 minons early on, we got absolutely hammered by the sheer volume of fire and were all put down.

Yes to all the above. I really wish they had come up with a different name for Wounds and Criticals. Physical Strain, Mental Strain, and Injuries would have been more appropriate but they just don't roll off the tongue the same.

I think there's plenty of bleed-over between the three though (both wounds and strain have a physiological representation, and you can just look down the Critical Injury list for examples of how you might occasionally narrate the grazing hit that deals wounds or strain), so any terms you use probably wouldn't be perfect. I think it is important to realize that they are all abstractions, just like everything else in the game, and can serve many narrative purposes extremely well.