Want the game to feel more lethal, here's one way...

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

So if I told you when you walk out your door everyday you have a 2.5% chance of having your head chopped off unless you flipped a token everyday, would you use those tokens for anything else?

Not only would I not use the tokens for anything else, I very likely might not leave the house...

If the player sits down at the game table, he's giving the GM permission to kill his character AFAIC. The character's story isn't written. He could be Luke Skywalker and save the galaxy or he could be Biggs and die to help the hero save the galaxy. You don't know which until the dice hit the table.

If I'm playing cannon fodder, then your game sucks. I'm the PC. I'm King of the Impossible, Savior of the Universe. I'm not destined to have all my scenes cut and die in the third reel Biggs.

If the player sits down at the game table, he's giving the GM permission to kill his character AFAIC. The character's story isn't written. He could be Luke Skywalker and save the galaxy or he could be Biggs and die to help the hero save the galaxy. You don't know which until the dice hit the table.

If I'm playing cannon fodder, then your game sucks. I'm the PC. I'm King of the Impossible, Savior of the Universe. I'm not destined to have all my scenes cut and die in the third reel Biggs.

I'm pretty sure when you signed that 800 page contract, it specifically said you could not play as Flash Gordon.

I have nothing against the rule except it might make the players horde Destiny points just in case. I did a similar thing with a few changes to the critical chart, putting more lethal results further up the table that could be mitigated by flipping Destiny and that's the result I got.

If the player sits down at the game table, he's giving the GM permission to kill his character AFAIC. The character's story isn't written. He could be Luke Skywalker and save the galaxy or he could be Biggs and die to help the hero save the galaxy. You don't know which until the dice hit the table.

Everyone who sits down at the table for an RPG is agreeing to keep the game enjoyable for everyone else. While I don't think that the PCs or any other characters should get blatant silly Hollywood-style plot armor, I also think that random pointless deaths should be avoided if at all possible. It's only in a certain very specific sort of campaign that "PC dies to random long-range arrow shot in the first session, roll up another" is appropriate.

PC death should be earned, either through blatant heroism, or through blatant willful stupidity.

Edited by MaxKilljoy

If the player sits down at the game table, he's giving the GM permission to kill his character AFAIC. The character's story isn't written. He could be Luke Skywalker and save the galaxy or he could be Biggs and die to help the hero save the galaxy. You don't know which until the dice hit the table.

If I'm playing cannon fodder, then your game sucks. I'm the PC. I'm King of the Impossible, Savior of the Universe. I'm not destined to have all my scenes cut and die in the third reel Biggs.

I'm pretty sure when you signed that 800 page contract, it specifically said you could not play as Flash Gordon.

What? WHAT? WHAT!

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subtitle: Angry people flipping tables

F this S! I'm out!

Edited by Desslok

If I'm playing cannon fodder, then your game sucks. I'm the PC. I'm King of the Impossible, Savior of the Universe. I'm not destined to have all my scenes cut and die in the third reel Biggs.

Yeah, this is Star Wars. It's big and it's awesome.

As GM, it's my job to a) make my players feel awesome and b) challenge them, mentally and mechanically, in doing so.

I'm fortunate that my players don't do stupid things, per se, but a certain amount of crazy Han Solo, 'never tell me the odds!' is part of what makes pulp space opera. The villains won't kill them because convention says they have to gloat first and put them in a death-trap.

That's not to say death has no place at my table. We have a Doc Holliday style gunslinger, dying of Quannot's Syndrome, who wants to go out in a blaze of glory. And should they ever be the ones to blow up (the original, one-and only) Death Star, they will have to do it from the inside only, holding off endless hordes of stormtroops until it blows. (No escape pods, no convenient 'shoot me here' ports...)

Because sacrifice is a theme of Star Wars too. And dying will literally be the last and most awesome thing a hero does.

If this were Call of Cthulhu where the hero is not supposed to win. That would be one thing. This is Star Wars where the hero gets captured and says "Who talks first? Do I talk first? Do you talk first?"

If this were Call of Cthulhu where the hero is not supposed to win. That would be one thing. This is Star Wars where the hero gets captured and says "Who talks first? Do I talk first? Do you talk first?"

Poe and Finn act so much like actual PCs, this is too accurate.

While I agree that death is a part of Star Wars, it always has a sense story wise. Senseless death is the lot of Stormtroopers and Clones, and even then, it has a sense( showing how good or cool the heroes are for the former, or how dangerous the enemy is for the latter). Every important death in Star Wars had a sense, be it sacrifice, tragedy, salvation, revenge, etc. It always revolves around how it can advance the story, or some character development.

If this were Call of Cthulhu where the hero is not supposed to win. That would be one thing. This is Star Wars where the hero gets captured and says "Who talks first? Do I talk first? Do you talk first?"

It could be worse. You could be playing Paranoia, where you are lucky to get out of the mission briefing with half the party alive.

Edited by Desslok

If this were Call of Cthulhu where the hero is not supposed to win. That would be one thing. This is Star Wars where the hero gets captured and says "Who talks first? Do I talk first? Do you talk first?"

It could be worse. You could be playing Paranoia, where you are lucky to get out of the mission briefing with half the party alive.

Are you doubting friend computers benevolence? Traitor! Get him...

I've actually always thought all these people wanting to play Imperials could do worse than take a look at 'Paranoia'...

You'd be wise to fear your own side more than your enemies...

If I'm playing cannon fodder, then your game sucks. I'm the PC.

If you don't want to be cannon fodder, then don't die. Hero status must be earned.

If you try to hyperspace past a planetary shield and you're Han Solo, you are the hero.

If you try to do it with Intellect 2 Astrogation 1 then you're dead.

Every important death in Star Wars had a sense, be it sacrifice, tragedy, salvation, revenge, etc. It always revolves around how it can advance the story, or some character development.

Except for Boba Fett. Poor Boba Fett.

Another thing to keep in mind is that the rules state only a single destiny point can be flipped per side for a given roll. Did you upgrade your attack? You aren't adding your agility to your damage with a destiny flip. NPC shooting you? You can upgrade the difficulty, or save that destiny point for when he rolls 99.

Another thing to keep in mind is that the rules state only a single destiny point can be flipped per side for a given roll. Did you upgrade your attack? You aren't adding your agility to your damage with a destiny flip. NPC shooting you? You can upgrade the difficulty, or save that destiny point for when he rolls 99.

Yeah, the DP hoarding by the PCs on the off-chance they get struck with a critical injury is going to seriously skew the intended back and forth of the Destiny Pool mechanic, as well as leading them to taking more damage from NPC attacks in the process.

While I don't see the house rule as something entirely game breaking, I do see it causing destiny point hoarding. As far as player death in this game, as a GM I don't always go out of my way to kill players, but when I do, I try to make it a suitably epic scene. Or if the player(s) keep making terrible life choices and pursue extremely suicidal courses of action that I attempt to guide them away from with narrative stuff, and they die, then too bad. A random really lucky roll out of nowhere? That's lame. I like to use destiny points to cause cool things to happen. Not negate the current narrative.

I like to try to follow the "Extrapolate, don't negate," method of destiny point use. This is similar to "You run around the bulkhead aboard the Executor, and at the end of this hall there is a tall armored figure dressed all in black. With a snap-hiss a crimson energy blade springs from a hilt in his hand." Player: "I flip a destiny point to remove that from the narrative." Me: "Okay, forget what I just said, the hallway is empty and the quick path to the hanger bay is clear." With this house rule, "A lucky blaster shot fired by that street punk's hand-me-down worn out hold out blaster hits you right in the eye, BAM! Lights out for good!" Player: "I flip a destiny point, that didn't happen." This is boring. Narrative should be built on, not torn down and replaced.

Hence why I think there is an "add a fact to the narrative" option in the recommended uses for destiny points, but there isn't one to remove a fact. In my opinion, that part of your house rule is like removing a fact.

Now if you want the game to become more lethal, with RAW, reduce the downtime between encounters and make it difficult to fix critical injuries in between them. Don't feel bad about applying setback dice and/or upgrades to the difficulty of Medicine checks to fix injuries if the PCs are in a non-sterile environment, or rushed, or running low on medical supplies (one medpac should not have enough supplies to fix more than a few injuries in my opinion), or any other reason that isn't ludicrous. I find one of the ways this game gets lethal is by critical injury saturation. Sure, you can have them fight enemies with ranks in Lethal Blows and vicious weapons with low critical ratings, but if that becomes the norm it's a little boring.

A different house rule option that I don't think will lead to destiny point hoarding or negating narrative is to use a "more lethal" house rule with inspiration drawn from other games, and just give every weapon a rank or two of vicious (stacking with those that already have it). Stir in bad guys and you instantly have a more lethal game, for everyone, without introducing any new mechanics or extra steps to determining results.

Edited by Werewyvernx
Hero status must be earned.

Yup, my hero status is earned as soon as pen hits paper during character building.

If you don't want to be cannon fodder, then don't die.

Yeah, your game still sucks.

First, welcome back Lady Maelora! :P

Ok, Edge is a pretty lethal game (more on "advanced" character builds). Players can "easily" knock down someone by Wounds or even woth Crits (lighsabers and vibroweapons help a lot). Don't care about if its killed or not, 0 Wounds can mean "killed" so easy. When everyone falls to 0, if you want, they are dead.

Apart from that, as told before, SW universe (unless you are an unnamed minion XD) isn't a "kill everything" universe, it isn't the main essence, and players are heroes (pretty hard to kill).

By the way, I always considered an alternative to combat that, can be considered a deadly version. I havent tested it yet deeply, but seems a pretty good one if you are looking for this. Here it is:

The change only modifies ranged weapons. Personal scale ranged weapons, instead deal Wound damage deal auto criticals on hit. For example: A blaster gun (Damage 6?) would deal on a hit automatically a critical between +30 and +60. The value would be the same as damage, the half or something between.

You can also add a compensation and increase main ranged difficulties by 1.

Is a general concept but analyzed on detail, can be a great alternative :)

Take care! :D

Good to see you, Josep. I know you've looked in on my DA stuff from time to time.

But to be honest, I don't see this system as terribly lethal. For most characters, with no armour and Brawn 2-3, being shot with a standard blaster hurts plenty. The issues only arrive with high Brawn characters with lots of armour and soak Talents.

Also, for the most part, I don't aim at man-sized targets with starship weaponry, or allow anything but heavy weapons to affect vehicles. There are circumstances where it might happen but they are specific cases. That keeps the 'scale' issue straight for me.

Edited by Maelora