Boehm said:
CRITS
I cant help but feel that the crit table in EotE suffers from the same problem as the crit deck in WFRP prior to the 'permanent injuries' …meaning that they are balanced towards making life misserable for PCs without actually killing or seriously dissabling them … against NPCs its just underwhelming rolling a crit giving them a crit which downgrades some will check or permanently reduces their presense … when all you want and all that matters is dropping them, I cant help but feel that so often its just not worth it to spend advantage to give a crit … since its soooo random with 2/3s of the results having no or only a marginal immediate impact on the actual situation.
Part of the problem as I see it … is that unlike PCs
* NPCs effectively "die" when their wounds are reduced to 0, thus crits are not so important
* GM PCs aside (and super villains?) - the distinction between permanent and temporary wounds are a moot point for most NPCs
- > basically crits are mostly annyoing when they pile up - but have a rather limited effect in the short term … (except for staggered which is way OP compared to the other crit results of the same level) and since the long term isnt much of a consideration for most NPCs crits become almost meaningless unless you can get up to a fair chance of a straight up dissabling hit ….
I know Im probably overstating this - and that everyone will tell me how wrong I am … I just really really wish that all crit effects had been split in two: IMMEDIATE IMPACT / LONG TERM IMPACT
example:
"Arm hit" - drop whatever is in your hand / -
"Arm Wound" - drop whatever is in your hand / until healed take a setback die for each action where this hand is needed
"Arm Blown" - You hand is useless until end of encounter & take a setback die on all other actions / At end of encounter make a resillience check to determine whether your hand can be surgically fixed or a prostetic is needed….
"Face blow" - You loose your next action / Treat PRE as reduced by 1 until healed
Okay, I think I see where your point is in your post above: You feel that the effect of critical injuries when applied to henchmen and nemeses are underpowered compared to when they are applied to PCs. If that's the case, remember the only time critical injuries are applied to henchmen, and 90% of the time critical injuries are applied to nemeses (at least in a way that matters for this discussion), its at the attacker's discretion, meaning they spent advantages or a triumph to activate their weapon's CR. You could just as easily spend those symbol resources to apply the short term effects I think you're looking for, instead of using them on activating a crit. Some easy examples include:
- Disarming (3 Adv)
- Apply Setback to target's next check (2 Adv)
- Cause strain (1 Adv/strain)
- Knocking Prone (not actually listed, but certainly reasonable)
Overall, I like the crit system. I generally dislike "Roll on table X" mechanics, but it's rarely used in this game, so I can deal with it. The minor crits are, just that, minor. They have short term effects listed with each result. Their long term effects are the cumulative +10 penalty (bonus?) to future crit rolls, which makes the more permanent results possible. Otherwise, the incremental crit system represents player choice and risk, which is also good. When players get wounded, they have the option to bug out or take the risk of more severe crits. I'm sorry you see this as "making life misserable for PCs without actually killing or seriously disabling them." Further, separating [most] NPC damage mechanics and PC damage mechanics allows for a more cinematic game. I think its a good change, because it allows the GM to provide faceless minions without having to worry about tracking critical injuries or status effects on each individual… god what a nightmare that can be in other games.
I'm not sure what the "everyone will tell me how wrong I am" is about. And sorry if I misinterpreted the source of your issue with the mechanism. If I missed it, let us know where the problem is.
-WJL