Players never...die?

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

17 minutes ago, P-47 Thunderbolt said:

No, it just means you don't continue to track wounds past that. If it worked like that, planetary-scale ordnance would be a one-hit kill in pretty much every scenario (minimum damage on planetary scale ordnance is 40)

Say your character gets hit by a turbolaser for 120 damage. If you stop tracking at WT*2, you can be back up before too long. If you track all of that, it's going to be a long time before you're back on your feet.

I have a house rule that adds a number equal to wounds past WT*2 to the crit. For example, you're hit by the above attack and have a WT of 15. 120-30=90, so you add 90 to the crit roll.

every time you take damage over your wound threshold you take a crit. you add 10 for each crit. so when you exceed your wound threshold you take a crit. If you take damage again you take a crit+10. if you get hit again you take a crit plus 20 and so on.

And when you get to over 140 you die.

Edited by Daeglan
8 minutes ago, Daeglan said:

every time you take damage over your wound threshold you take a crit. you add 10 for each crit. so when you exceed your wound threshold you take a crit. If you take damage again you take a crit+10. if you get hit again you take a crit plus 20 and so on.

And when you get to over 140 you die.

I'm well aware of that, but it's over 150. 151+

17 minutes ago, P-47 Thunderbolt said:

I'm well aware of that, but it's over 150. 151+

the 140+ ones will kill your character with out intervention.

2 minutes ago, Daeglan said:

the 140+ ones will kill your character with out intervention.

Fair enough, but that's not what it sounded like you were saying.

One could say the same thing about Bleeding Out, which pushes the number down to 131.

Edited by P-47 Thunderbolt

Wow. My hats off to @Radwraith for having the gall to necro a 6.5 year old thread.

14 minutes ago, kaosoe said:

Wow. My hats off to @Radwraith for having the gall to necro a 6.5 year old thread.

Just like characters in Edge of the Empire, it is impossible for this thread to be killed.

1 hour ago, P-47 Thunderbolt said:

No, it just means you don't continue to track wounds past that. If it worked like that, planetary-scale ordnance would be a one-hit kill in pretty much every scenario (minimum damage on planetary scale ordnance is 40)

Say your character gets hit by a turbolaser for 120 damage. If you stop tracking at WT*2, you can be back up before too long. If you track all of that, it's going to be a long time before you're back on your feet.

I consider the long healing a feature, not a bug, so I ignore the 2WT limit. If you take hundreds of points of Wound damage and survive, you'll be laid up for a good while. Stimpacks and bacta can still speed it up if you have access to them.

1 hour ago, P-47 Thunderbolt said:

These posts... did not age well. :P

You are not kidding.

Also, the Star Trek movies where okay action movies, but not really Star Trek.

Just now, HappyDaze said:

I consider the long healing a feature, not a bug, so I ignore the 2WT limit. If you take hundreds of points of Wound damage and survive, you'll be laid up for a good while. Stimpacks and bacta can still speed it up if you have access to them.

Fair enough. I would probably just disallow stimpacks, but your way is pretty good.

28 minutes ago, P-47 Thunderbolt said:

Fair enough. I would probably just disallow stimpacks, but your way is pretty good.

Ignoring the 2WT limit prevents this:

Guy A has WT 13. Gal B has WT 21. Both are hit by a light blaster cannon for 50 damage. They both have Soak 3, so each of them gets hit for 47 Wounds. Both are unconscious (and take critical injuries).

With the 2WT limit, Guy A "only" takes 26 Wounds of Damage. A handful of five stimpacks can get him back on his feet with only 11 Wounds. His partner, Gal B would "only" take 42 Wounds of Damage and would still be unconscious after the same handful of five stimpacks leave her at 27 Wounds. This means that having a higher WT paradoxically makes the person harder to revive after massive damage. This is Just Plain Stupid, and therefore I ignore the 2WT limit.

don't know why but I thought that if you take 2*W over you are dead dead

as happy posted it seems odd that the guy with less wounds can get back into the fight faster

3 hours ago, HappyDaze said:

Ignoring the 2WT limit prevents this:

Guy A has WT 13. Gal B has WT 21. Both are hit by a light blaster cannon for 50 damage. They both have Soak 3, so each of them gets hit for 47 Wounds. Both are unconscious (and take critical injuries).

With the 2WT limit, Guy A "only" takes 26 Wounds of Damage. A handful of five stimpacks can get him back on his feet with only 11 Wounds. His partner, Gal B would "only" take 42 Wounds of Damage and would still be unconscious after the same handful of five stimpacks leave her at 27 Wounds. This means that having a higher WT paradoxically makes the person harder to revive after massive damage. This is Just Plain Stupid, and therefore I ignore the 2WT limit.

I also have been doing exactly this for quite a while for exactly the same reason.

4 hours ago, Oldmike1 said:

don't know why but I thought that if you take 2*W over you are dead dead

as happy posted it seems odd that the guy with less wounds can get back into the fight faster

This is how I rule it.

15 hours ago, P-47 Thunderbolt said:

No, it just means you don't continue to track wounds past that. If it worked like that, planetary-scale ordnance would be a one-hit kill in pretty much every scenario (minimum damage on planetary scale ordnance is 40)

Say your character gets hit by a turbolaser for 120 damage. If you stop tracking at WT*2, you can be back up before too long. If you track all of that, it's going to be a long time before you're back on your feet.

I have a house rule that adds a number equal to wounds past WT*2 to the crit. For example, you're hit by the above attack and have a WT of 15. 120-30=90, so you add 90 to the crit roll.

Well, if you are hit by a planetary scale ordnance, you pretty much should be dead :D
I like your house rule though.

18 hours ago, P-47 Thunderbolt said:

No, it just means you don't continue to track wounds past that. If it worked like that, planetary-scale ordnance would be a one-hit kill in pretty much every scenario (minimum damage on planetary scale ordnance is 40)

Say your character gets hit by a turbolaser for 120 damage. If you stop tracking at WT*2, you can be back up before too long. If you track all of that, it's going to be a long time before you're back on your feet.

I have a house rule that adds a number equal to wounds past WT*2 to the crit. For example, you're hit by the above attack and have a WT of 15. 120-30=90, so you add 90 to the crit roll.

This is already addressed in the rules. AoR236, Starships, Vehicles, and Scale sidebar:

" Note that planetary scale weapons deal massive amounts of damage to individuals. Most hits deal enough damage to far exceed a character’s wound threshold, meaning the target will automatically be incapacitated for the remainder of the encounter. However, some GMs may feel this is insufficient to represent the fearsome power of a starship weapon when turned on an individual. In these cases, the GM should feel free to add +50 to the resulting Critical Injury roll. (Also, those “hit” by a planetary scale weapon might be on the periphery of the blast zone, explaining why they survived somewhat unscathed.) "

5 hours ago, Rimsen said:

Well, if you are hit by a planetary scale ordnance, you pretty much should be dead

Yeah, the flaws of a "hit point" system are hard to get around. The problem is, if you actually get hit by a hold-out blaster you should be dead. If you get nicked in the jugular by a vibro-blade, you should be dead.

I think of "wounds" as physical strain, effort of avoidance, etc. You might take a beating, you might get knocked out, but it's not lethal damage. Crits are where the dangers begin.

5 hours ago, c__beck said:

This is already addressed in the rules. AoR236, Starships, Vehicles, and Scale sidebar:

" Note that planetary scale weapons deal massive amounts of damage to individuals. Most hits deal enough damage to far exceed a character’s wound threshold, meaning the target will automatically be incapacitated for the remainder of the encounter. However, some GMs may feel this is insufficient to represent the fearsome power of a starship weapon when turned on an individual. In these cases, the GM should feel free to add +50 to the resulting Critical Injury roll. (Also, those “hit” by a planetary scale weapon might be on the periphery of the blast zone, explaining why they survived somewhat unscathed.) "

I'm aware of that, but I think it makes sense to have degrees rather than all or nothing. A turbolaser should be much more dangerous than an auto-blaster. Of course, the whole "planetary should kill" thing makes sense, but I prefer my way to adding a flat number.

2 hours ago, whafrog said:

The problem is, if you actually get hit by a hold-out blaster you should be dead. If you get nicked in the jugular by a vibro-blade, you should be dead.

Holdout blaster, not really. Depends on where you get hit and at what range, but people survive multiple serious gunshot wounds all the time. As for nicked in the jugular by a vibro-blade, that's a Bleeding Out crit, and something I've talked about before in my "Silent Takedowns" thread about being able to apply an auto-crit if you successfully sneak up on a character.