Crits add a black die?

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

Umm... For some strange reason I've been playing that each critical adds one black die for all future actions. I'm beginning to suspect that I'm being stupid because I can't find it in the rules. :-)

Can someone confirm whether I'm being stupid?

The truth is that it hasn't ruined the game or anything and it does a pretty awesome job of causing gradual degradation of the characters. I'm just trying to get better at game mastering.

It's an effect of the maimed critical effect until you get your limb replaced. Cumulative crits each add +10 on the next crit roll as you suffer them.

That might have been what the beginner box did for criticals.

While I cannot recall this being part of the beta or in the core book (I never thoroughly read through the beginner's game), I see this as a potentially cool house-rule. Perhaps I'd slap on a Resilience check with difficulty = crit severity... this is adding unnecessary rolling though, so meeh. :ph34r: your unintentional house-rule is cool.

I agree, it is a cool idea. I like it better than the +10 crit roll standing rule. More motivational to have players want all crits healed not just the ones with bad consequences listed.

That's from the Beginner Game's Critical Injury table.

The first inflicts 2 Strain.

The second adds a Setback to your next test.

The third adds a Setback to all tests.

The fourth incapacitates until healed.

I agree, it is a cool idea. I like it better than the +10 crit roll standing rule. More motivational to have players want all crits healed not just the ones with bad consequences listed.

I usually house rule that First Aid checks (to restore Wounds) on a Critically Injured character suffer Setback equal to the number of Critical Injuries, and Healing checks (to remove Criticals) upgrade a Difficulty to a Challenge for each additional Critical Injury, as well as requiring that the highest value Critical Injury be Healed first. And keep the +10, because otherwise it's impossible to die.

So... to reiterate... I'm doing it wrong.

It is playing well. It keeps those experienced players from getting too uppity.

As luck would have it, in playing Beyond The Rim, our combat characters had multiple crits (yeah... like 1 on the bounty hunter, and 3 on the Marauder plus a maim), but no damage while fighting the Cyber Nexu. When they saw their skills degraded like this they were worried. With a cyber nexu on his tail, the Marauder was so afraid that one more fight would be his last, he leaped from the ship, and hit the ground like a sack of meat (30 damage, 20 stun). The droids had to haul his sorry b*tt to the ship's bacta tank.

Perhaps those black dice should go away after the encounter or next day? You know, you learn to hobble better and avoid wincing pain. I'm leaning to next day.