Dying and wound threshold

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

So my group and I had a "discussion" about when you die. Is it when you go past double your wound threshold or once you reach your threshold, its double from there? Example: Say my wound threshold is 10, I take 10 wounds and go unconscious. From there do I die at 10 more wounds, or 20 more wounds from there (30 wounds total)?

So my group and I had a "discussion" about when you die. Is it when you go past double your wound threshold or once you reach your threshold, its double from there? Example: Say my wound threshold is 10, I take 10 wounds and go unconscious. From there do I die at 10 more wounds, or 20 more wounds from there (30 wounds total)?

It is when a crit gives a result of 141+ on the roll.

So my group and I had a "discussion" about when you die. Is it when you go past double your wound threshold or once you reach your threshold, its double from there? Example: Say my wound threshold is 10, I take 10 wounds and go unconscious. From there do I die at 10 more wounds, or 20 more wounds from there (30 wounds total)?

A few things wrong with your numbers and understanding.

  • If your wound threshold is 10, you go unconscious at 11 wounds, and you take a critical injury.
  • If you get hit again, even for 1 point, you take another critical injury. This continues until you roll poorly enough on the critical injury roll to get over 140.
  • You can also die by taking critical injuries when you still are under your wound threshold.
  • And finally, you can die if the damage is so great it is unreasonable to remain alive.
    • This is usually when a character is struck by vehicle weaponry.
    • It is not a required method for death, but it is perfectly reasonable to have a point when "taking this amount of damage is unreasonable to survive".
Quoting myself from another thread.. Sorry

You just stop counting at double treshold and that number is just there for healing time. You only die at 141+ or when you and your player find it appropriate in the story.
Don`t think of it as "what would happen in real life", but instead "what would happen in a Star Wars story". The mechanics are made to emulate the Space Opera genre that Star Wars is.

You can be knocked silly against the wall by a Rancor and be up on your feet in the next "episode" or even after a "scene" or two, after enough rest.

But if you narrate that the Rancor bites the character`s limbs off*, that will have consequences of course. Narrate it like a fight scene would look in a Star Wars movie!

*Limbs can be lost in combat and replaced with cybernetics in the next scene or later if the player is up for it! :)

And if you have 10 treshold, you go unconcious at 11, when you go over your treshold

And double treshold is double treshold, 20 in your example. But you do not die there, you stop counting.

Edited by RodianClone

GMKR, by RAW you don't take another critical hit every time you are hit when unconscious. However, the game does say that the GM is well within their right to assign a critical hit when you are unconscious and hit. It's just not automatic.

Thanks everyone!

Also, and this is SUPER IMPORTANT... you get 'taken out' of whatever combat or conflict is going on, subject to GM discretion. Stormtroopers go over strain threshold due to Scathing Tirade? They don't die, or go unconscious... that's silly. They throw down their weapons... they flee... they fall back to wait for orders... whatever works for the story.

Don't let a Tie Fighter on a strafing run kill your party on a bad roll... The impact from their blasters will almost certainly take them over their thresholds (vehicle scale weapons always will)... Which means that the impact from the blast throws them through the air, knocking them out for a few, scuffing up their gear (annoying heavy repeater your heavy snatched up? gone. or so broken that now your technician has something to do. GM fiat. get over it), and leaving a heavy ringing in their ears. Roll up a few criticals if you feel like it, and now your party wakes up just as the stormtroopers come over the hill. Do they have time to take cover before they arrive? or maybe make it to their ship? Slap some setback dice on them for a few rounds, and get back to your story.

Want some Imperial intrigue? Then they wake up in a detention cell... it's your story, make the rules work for you.

Also in the case of a Tie fighter shooting at the group on a strafing run I'd rather have them roll for resistance than have the tie fighter roll for attack.

If the tie fighter rolls too well things might go bad - and I have the very bad habit of rolling amazingly against my PC's in critical moments or in completely irrelevant rolls, like rolling 5 triumphs in two rounds of combat with 2 NPC groups. Man, those cantina brawl can get out of hand fast :D

If the tie fighter rolls too well things might go bad - and I have the very bad habit of rolling amazingly against my PC's in critical moments or in completely irrelevant rolls, like rolling 5 triumphs in two rounds of combat with 2 NPC groups. Man, those cantina brawl can get out of hand fast :D

Yeah, I was doing a firefight last week between a large number of minions in squads (six minion groups of five minions each, plus a Rival leader), and I kept rolling Triumphs every round. Man, those crits stack up! Those guys were like yo-yos, getting knocked down beyond their Wound Threshold, then getting hit with stimpacks or Jedi Healing and popping back up to fight for another round, then getting knocked down again, etc….

I did discover that large minion groups can be pretty effective at taking down Jedi, and if the Jedi can bring enough ranks of Parry and/or Reflect to the table, or other defensive talents, they can last a while against large minion groups. But man, is that a long slow slog, and a real grindfest.

Then there was this one roll with three Triumphs.

From a Merc firing a Verpine Heavy Shatter rifle from Extreme range, and also getting lots of success — he did have four ranks of True Aim, among other things.

Fortunately, he was explicitly trying to destroy or otherwise remove certain Jedi weapons from combat, and so none of that damage was going towards the Wound Threshold of any player.

Two Triumphs is supposed to be enough to completely destroy a weapon, including a lightsaber — which is otherwise supposedly indestructible. For three Triumphs, I let him choose the lightsaber that he wanted to destroy. The problem ended up that the other lightsaber in question wasn’t in the hands of the Jedi who had it, and it wasn’t on his belt. No, it was in the pack on his back. So, then we got into a … discussion … of how to justify which weapon was being destroyed.

I think three triumph would be enough to destroy the backpack and everything in it...much to the dismay of the player. I honestly wouldn't do that to a player, but I think it would be justified.

For 3 Triumph...I think that's enough to blow up a gas tank or a mine that he planted in advance and hit most of the party or setting some of them on fire or shoot the chain of an angry, big dog that attacks the players. Not that I'm good enough to come up with something like that while sitting on the table... =(

Most memorably for me and multiple advantages one player rolled 2 triumph on a mechanics check for turning off all the energy of the ship. They were docked on an asteroid and a freighter they were planning to attack passed by with a bigger convoy than expected. He proclaimed that from now on the ship has a "rock" mode in which it is completeley undetectable. Personally, I would have agreed for one triumph, but the whole group was immensly pleased by the idea so everyone was happy, and it gave a lot of flavor to their ship. Win-Win.

For 3 Triumph...I think that's enough to blow up a gas tank or a mine that he planted in advance and hit most of the party or setting some of them on fire or shoot the chain of an angry, big dog that attacks the players. Not that I'm good enough to come up with something like that while sitting on the table... =(

Yeah, I certainly wasn’t able to come up with anything good, either. ;(

Funny Story...true story. Be careful of throwing a frag grenade at a bunch of technicians that are trying to disable the explosives on the main reactor that you just planted. Rolled a miss and a dispare....with a damage 40 explosive.....