The whole "Check on it later and convert stress to trauma" thing works in theory but in the game is constantly an issue of complication.
Guy gets shot, takes 4 Stress - doesn't affect him in the least until later?
Guy gets hit with lead pipe and takes 2 stress sending him over the 2nd Tier, no effect till later?
Guy falls from a building. Takes 5 stress and enters his 3rd Tier. Gets up and walks away till later when he discovers how hurt his leg is?
Its just seems odd, especially when it happens to NPCs. You club the crap out of a guy and he runs off, to tend to the huge bump you put on his head later?
Surely somebody has had the same questions in their game. Is there a house rule on damage out there or maybe just a good explanation for how to run it this way in your game?
Ill add in that it seems odd there is no chance for an unexpectedly critical result when taking damage. You cant, well get LUCKY and flat out kill somebody (other than the matching successes head shot). What about natural damage. How could you lets say, get really UNLUCKY and fall from a building and kill yourself when you land. 9 stress is quite a bit.
Seems like there should be a mechanism to extend damage somehow.
Edited by ReallyoldGM