Removing an opponent from combat?

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

Stupid noob question: When is a Rival or Nemesis removed from combat? Does he stay in the fight until he's gotten 141 or more even if he's missing limbs or whatever, or what? I don't know when to take enemies out.

Whenever convenient to plot.

Obviously when they reach 0 wounds or strain, they're out. Crits are up to the GM to adjudicate but missing limbs and such tends to cause people to lose interest in fighting. If, in order to get a leg up on your opponent, you have to pick it up off the ground... or if he's TRULY disarmed you, it's time to consider surrender... and all that.

Obviously when they reach 0 wounds or strain, they're out. Crits are up to the GM to adjudicate but missing limbs and such tends to cause people to lose interest in fighting. If, in order to get a leg up on your opponent, you have to pick it up off the ground... or if he's TRULY disarmed you, it's time to consider surrender... and all that.

I knew a trandoshan that was very disarming once.

Stupid noob question: When is a Rival or Nemesis removed from combat? Does he stay in the fight until he's gotten 141 or more even if he's missing limbs or whatever, or what? I don't know when to take enemies out.

As far as I'm aware, NPCs, regardless of type, are out of the fight once wounds exceed their threshold or strain, if they have it, exceeds its threshold.

Play them like they're real people with real motivations. How capable and motivated are they to stay in the fight? This should give you should have your answer.

Obviously when they reach 0 wounds or strain, they're out. Crits are up to the GM to adjudicate but missing limbs and such tends to cause people to lose interest in fighting. If, in order to get a leg up on your opponent, you have to pick it up off the ground... or if he's TRULY disarmed you, it's time to consider surrender... and all that.

I hate to be 'that' person but actually by RAW anyone with 0 wounds is in perfect health and un-injured. Contrary to Seaside Magicians rules this system is written to count wounds up, until a character is no longer able to participate when they have EXCEEDED their wound (or strain) threshold. This is most important when dealing with the wording of particular game mechanics that raise or lower a characters wound/strain threshold (triggered duty and obligations being the obvious ones).

Most players in this system start out counting down, and breaking the habit is super hard. But it's important or wording of rules can become quite confusing, especially if half the table is doing it 1 way and the other half is going the other.

Obviously when they reach 0 wounds or strain, they're out. Crits are up to the GM to adjudicate but missing limbs and such tends to cause people to lose interest in fighting. If, in order to get a leg up on your opponent, you have to pick it up off the ground... or if he's TRULY disarmed you, it's time to consider surrender... and all that.

You start at 0, so whenever you go above the treshold. If you do it the other way and go down from the top and go out whenn you reach 0, that means you have one less "hit point" than the game intends.

I actually learned more from this thread than my initial dumb noob question. 0 then up, not WT and then down. Thanks for the heads-up, guys!