So I've been running a group of players through FaD for the last several months and I have been slowly incorporating the conflict system more and more. Recently I started giving conflict for excessive violence during combat.
My definition of excessive violence is simply any hostile action that goes beyond what is necessary to incapacitate the foe. Now in the cases I'm about to give I did not explain that exceeding the wound threshold does not necessarily mean the NPC is dead just incapacitated (this was not an issue until this player whined). That situation will be remedied this Sunday.
Case 1 - A no conflict situation for me: A group of 3 minions of the violent criminals/bounty hunters/stormtroopers/rebel soldier (Not the Alliance) variety face off against one of the PCs armed with a lightsaber. He wades in bisecting one, decapitating another, and severing an arm from the 3rd.
Case 2 - A 6-10 conflict situation: The PC squares off against 1 minion of the previously mentioned variety and removes both arms from the combatant and then decapitates them after removing the threat.
Player's argument: In combat the heat of the moment takes over and you do what you have to do to remove the threat. ie You end up wrestling with an armed gunman and one of you will die.
My argument: FaD characters operate based on a code of combat conduct similar to cops. If the enemy uses lethal force against you, you are allowed to retaliate in kind, if however you incapacitate your foe (severing the sword/gun arm) without killing them you cannot then use lethal force to "finish the job."
The player is reportedly not having fun any more because of this and a few other reasons because he says the targets are enemy combatants not innocents. I've been kicking around the idea of not awarding conflict unless it is truly excessive or the target is a member of law enforcement, or civilian. Conflict for unprovoked attacks would still be a key part of the game.
Thoughts and ideas?