I'm in a group that's been playing Force & Destiny for a few months now. Early on we misread (or, more accurately, misremembered) the wound threshold rules and were playing as though the penalty for characters exceeding their threshold was that every hit against them was an automatic crit, but they would otherwise remain conscious. Strain worked normally, with exceeding the threshold meaning effective unconsciousness.
We soon realized our error, but decided to continue playing this way because it seemed like fights would end too quickly otherwise. It just seemed like most decent weapons could easily one- or two-shot a character, even with a decent number of ranks in toughened. We wanted our fights to be a little more cinematic, so we decided to treat pre-threshold wounds as "plot armour". Unfortunately, it has skewed too far the opposite direction and many fights drag a little, ultimately boiling down to "who can roll highest on a d100?".
Starting next session, we're thinking about implementing an additional rule that once you've exceeded your wound threshold, if the combined total difficulty to heal all your crits equals or exceeds PPPPP you fall unconscious. So, you could have 4 P crits and be fine, or 2 PP crits, but the second you have, for instance, PP, PP, and P (or PPPP and P, etc.), you go down.
I guess I have two questions:
1) Have people playing jedi-focused campaigns found our fears to be justified? Are fights short, with high risk of unconsciousness and low risk of death?
2) What do people think of our solution? Five diamonds might not be exactly the right number, but the general idea seems really solid to me, so I wanted to see what others thought.