Help with CC

By DravinClaw, in Game Masters

My core book and beginner's box set arrived a few days ago and as I was going through it one thing stumped me while I was making a NPC so I can show them how to do it and this is my question, Where are the Hit points ?

Wound Threshold (for players) and Hull Trauma Threshold (for vehicles/starships) = the "max hit points".

Thanks

Characters don’t have HP, they have a wound and a strain threshold.

Look on page 94 in the core rulebook to see the rules for them.

Each race has a base wound / strain threshold you then add to into their stats.

Wounds = physical dmg btw and Strain = physical stamina loss basically.

Also you’re going to want to understand the soak value, rules for that are on page 94 as well.

On a side note Items have a HP value, do not confuse this for hit points as it stands for Hard points in the system which are used for weapon modifications. See page 183 for more information on HP and modifications.

Think of Soak (characters) and Armor (vehicles/starships) as essentially damage reduction/resistance -- incoming damage is reduced by that amount, or eliminated/prevented if the incoming damage is equal or lesser than said Soak or Armor value.

Also, when adding/subtracing wounds, it's in reverse to what you might think of.

Wound Threshold is the maximum amount of wounds you can take before being incapacitated. So, start with zero and count up. When you've passed your wound threshold, you are knocked out. Same with strain.

So, hitpoints are typically counted down from a max number, wounds start with zero and count up.

Also, when adding/subtracing wounds, it's in reverse to what you might think of.

Wound Threshold is the maximum amount of wounds you can take before being incapacitated. So, start with zero and count up. When you've passed your wound threshold, you are knocked out. Same with strain.

So, hitpoints are typically counted down from a max number, wounds start with zero and count up.

Nitpicky and needlessly contrary but my 3rd/3.5/4e group has always treated HP the same way IE you have 25 hp, you take 4 damage you just write down 4 on your sratch paper/character sheet.

I know in D&D when you 0 you're out cold/incapacitated and when you hit -10 you're dead is there something like that? or is 0 dead dead or if force user you're a force ghost (don't mind me I haven't slept yet me and insomnia at odds again)

I would recommend reading the section on critical injuries. I'm AFB so I can't quote an actual page number, but I am certain someone will chime in and let you know.

But in short:

When a PC wounds exceed your wound threshold, the PC is incompacitated and the player rolls a critical injury on the critical injury chart (d100 add 10 to the result per critical injury suffered, and based on talents and weapons there could be an even bigger bonus). On the critical injury chart 141+ is pretty much death.

Exceeding your wound threshold will not kill you, suffering a really bad Crit will. Have a look-see at the Critical Hit table and see how all that works.

exceeding your threshold means you're incapacitated until you're healed enough to be below your threshold. Rolling high on the crit table will kill you (which, every time you go beyond your threshold, you get a critical injury, so your odds of dying go up bit by bit)

exceeding your threshold means you're incapacitated until you're healed enough to be below your threshold. Rolling high on the crit table will kill you (which, every time you go beyond your threshold, you get a critical injury, so your odds of dying go up bit by bit)

To further clarify, every time a character takes a Critical Injury, there is a cumulative +10 to the next Critical Injury roll. Once the Critical Injury is *healed*, the corresponding +10 goes away. (Note: 'Healed' is distinct from 'the listed effect has expired'.)

For example:

  1. Joe Trandoshan takes his first Critical Injury, and rolls d100, for 59. That's an Agonizing Wound, which has an effect that lasts until the end of the encounter.
  2. Joe takes another Critical Injury in the same encounter, rolling d100 for 71. He adds 10 to that roll, giving an 81. That's Winded, the effect of which *also* lasts until the end of the encounter.
  3. Fortunately, that's the end of the fight. When the next encounter starts, Joe has full use of his faculties again. Unfortunately, he hasn't had a chance to heal either of those Critical Injuries, so his next one will be at a +20.
  4. He gets nailed for another Critical Injury, this time rolling a 10. Add 20 to that, and he's looking at a nice, easy 30, which has an instantaneous effect.
  5. Now Joe gets a chance to rest up, and have his Critical Injuries healed. Two of them get cleared up, but one sticks around. If he takes another Critical Injury, it'll be rolled at a +10.

Other effects, such as the Vicious quality, can also add to the roll, so keep that in mind.

If Joe's next Critical Injury were inflicted using a Vibro-ax (Vicious 3), he'd be looking at a +40 on that roll! That's the bare minimum where Joe actually has to worry about dieing, but that would still require a 91+ on the roll.

Edited by Voice

I appreciate all the help I made a test character so I can show my players how to do it I didn't go nuts spending XP I think I spent 10 XP for talents.

My test character

That's actually the best look I've had yet at how the dice work out, thanks! Haha...

Thanks I worked on it overnight so if my players have a question I can show them how to do it....compared to how I was first shown how to roll up a D&D char this is cake walk. Now I just gotta wrap up my story script which is set after return of the jedi.

One of my players likes how expensive XP is to be a jedi.

Interesting, so your concept is actually to run a post-ROTJ, New Republic (or post-Endor but pre-New Republic) campaign? I think it's a strength of this game that despite its clear focus on "immediately post-Yavin/ANH" the ruleset seems setting-independent enough that you don't need any mechanical adjustment.

This system is so much simpler that the others I have played after getting past the dice,after that it's cake walk and if can understand it they will. I personally never liked the books that were set in between movies cause you know in the end who lives and dies. This way my players will have a clean slate (I use episodes 4-6 as cannon and ignore the mess I think the prequels were) and if I need to grab from something I will use some of the EU cannon I may expand the timeline a tad like the time between Jedi and the thrawn trilogy instead of 5 years I make it 10-15 gives me some wiggle room. They may or may not meet important figures from the movies depending how they go.

Sounds like a plan, I'm pretty much ignoring the prequels as far as my "backdrop for the movies", and I find the WEG books actually a decent way to go about for that filling in as well as a more flexible take on the Jedi history pre-Galactic Civil War. One idea you may want to consider is picking up from a specific point in the original trilogy or after ROTJ and then making clear where your point of divergence from existing canon is taking place during (however early in) the campaign itself.

I plan to. What we do as a group when we roll up new chars (at least in D&D)is we create a backstory on how everyone knows each other, how long they have been together as a group and why they are together and the time period. I have been working on this story for years with a little tweaking after the second try and DMing a star wars game. which blew up right after it started. One of my players didn't grasp the concept of no jedis and all he kept bring up was the video games (the ones he kept bringing up were after the new jedi order) but with this new system he can have his jedi if he can afford it. I still have some WEG stuff that I can toss in here I have the Dark stryder box set which has been collecting dust for years.

My recommendation (and a lot of other people would probably agree) is to spend as much XP as you can on Characteristics during character creation. Characteristics cannot be raised later (except by specific talents at the end of the talent trees). Also, 1 characteristic affects multiple skills, so they have a greater affect than spending XP on an individual skill.

A couple of my players didn't even buy a talent during creation.

Just something to think about.

Yeah, the above isn't exactly "min-maxing" but the deck is really, really stacked towards "that's the thing to do at character generation and the core rulebook isn't blatant enough about how sub-optimal it is to put any XP into stuff that you can more-freely get after character generation."

After you said that and went back to book and took a look at that and this is what I got.

to raise my Brawn from a 1 to a 2 it would cost 20 XP (2x10) and so on (Number x 10 )

Correct, but it's actually cumulative -- so for example, the most that a Human (starts with 110 XP without further Obligation and 2 in all Characteristics, so they pay at minimum 30 XP to raise any Characteristic) could get without further Obligation (for more starting XP) would be a 4 in one and a 3 in another (30 + 40 +30 = 100 out of 110) or 3s in three separate Characteristics.

A species with a starting Characteristic 3 would need 40 XP to raise that to a 4, or 90 XP of their starting chargen XP to raise it to 5 (40 for raising it from 3 to 4, then 50 for raising it from 4 to 5). Also, the core rulebook is clear that you can only go up to 5 in a Characteristic at character generation, and during gameplay (by purchasing the Dedication talent) no Characteristic may be raised above 6*.

Even if you choose to make it the way I'm intepreting your rule (no cumulative, just straight number x 10, which is a house rule and not RAW) it's still going to be a noticeable chunk of one's XP.

* The Force power Enhance in Age of Rebellion 's beta book has a pair of upgrade branches which cumulate in " commit to raise a Characteristic" (Agility in on branch, Brawn in another) ongoing effects, but they are both clear that it's only an increase of +1 and only up to a maximum of 6 in that Characteristic, so it seems that under the FFG SWRPG system a Characteristic of 6 represents "the raw innate ability peak of anyone , even with the power of the Force," and any display of power or ability beyond that is through what FFG SWRPG treats as statistically different things.

In the core book how much XP does it cost to be a force sensitive exile ? I know the talent tree is x10 as well just not sure how much XP it is to just be an exile I have a feeling a few of my players will lean towards that

Well, the Force Sensitive Exile itself is Force-sensitivity as far as EotE is concerned, and it costs as much as a career specialization (despite not being one): 10 x how many specializations you would have in total with it (i.e. 20 if it's your first spec after the starting career spec).