AluminiumWolf said:
+++++That is of course an issue to address. But with that reasoning alone, wouldn't weapons like the repeater or disruptors or even the vibro-axe also be potential GM-headaches in this game (despite most being restricted)?+++++
Well yes, if the game is ever going to work for the kind of high intensity combat where such things are common. (And assuming those things are stupidly leathal to PCs as well). A Clone Wars battlefield with tanks and rocket launchers and every squad having at least one machinegun and whatnot?
+++++This means that on average rolling you get:
~6 Successes that are canceled by ~7 Failures
~5 Advantages that are canceled by ~6 Threats. You are even left with a net of 1 Threat on average, creating further disadvantages for the attacker.+++++
What is the variation like though? How often does the roll generate an instakill? or a whiff?
AluminiumWolf said:
+++++That is of course an issue to address. But with that reasoning alone, wouldn't weapons like the repeater or disruptors or even the vibro-axe also be potential GM-headaches in this game (despite most being restricted)?+++++
Well yes, if the game is ever going to work for the kind of high intensity combat where such things are common. (And assuming those things are stupidly leathal to PCs as well). A Clone Wars battlefield with tanks and rocket launchers and every squad having at least one machinegun and whatnot?
+++++This means that on average rolling you get:
~6 Successes that are canceled by ~7 Failures
~5 Advantages that are canceled by ~6 Threats. You are even left with a net of 1 Threat on average, creating further disadvantages for the attacker.+++++
What is the variation like though? How often does the roll generate an instakill? or a whiff?
However, with average tossing, if only one threat does not turn up a threat, you will have more successes than threats (7.125 - 1 = 6.125 failures vs 6.491 succeses). Since you're tossing a lot of Setback dice, and one difficulty dice (and a lot of Proficiency dice), the odds of a Failure switching to a threat (or blank) is larger than a success switching. (Sorry, I'm not up to crunching those exact numbers). But the average net sum would generate more threats and failures than successes/advantages.
In order to generate a certain instakill, you would need the following:
A total of at least 1 net success.
Then you would need, to be certain of instant kill, 14 advantages and/or Triumphs.
You use 1 advantage to trigger a crit, then 13 advantages to give +130 to the crit roll for a total of +150 due to the lightsaber's stats. Then, even if you roll a 1 on your crit roll, you will instantly kill.
Provided an average crit roll of 50, and counting a bleeding out result as good enough for an instant kill, you would still need 9 total advantages and/or triumphs on top of at least 1 success.
You are able to roll a maximum of 18 advantages with those dice, but given that you need at least 1 success, that's lowered to 16.
In other words: Instantly killing someone in this scenario is hard. It's even hard against a non-lightsaber-wielding opponent.