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MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Mon Jun 14, 2021 9:30 am Post subject: Severe Wound Rules and You |
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So, someone wants to knock out a guard, but instead rolls enough to kill them outright. Now, there's the severe damage rule, where you can instead maim the target... but do you let them downgrade that to just "knocked unconscious for 2D minutes"? Pull the blow to merely "Incapacitated"? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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RyanDarkstar Commander
Joined: 04 Dec 2014 Posts: 351 Location: Chambersburg, PA, USA, Earth
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Posted: Mon Jun 14, 2021 6:32 pm Post subject: |
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It probably falls on how it fits the narrative. I could see extending the amount of time the victim is unconscious along with applicable wounds, unless you want to make it a teaching moment on the dangers of combat. Accidental deaths happen, but if you want to maintain the honor and integrity of your big-d@mn-heroes, just let it slide. _________________ Currently playing D&D 5E and painting an unholy amount of miniatures. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10397 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Jun 14, 2021 8:20 pm Post subject: Re: Severe Wound Rules and You |
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MrNexx wrote: | So, someone wants to knock out a guard, but instead rolls enough to kill them outright. Now, there's the severe damage rule, where you can instead maim the target... but do you let them downgrade that to just "knocked unconscious for 2D minutes"? Pull the blow to merely "Incapacitated"? |
https://rancorpit.com/jotw/damage/characters_creatures.html
As indicated on my Damage website, in addition to the severe wound option, I allow also players doing brawling attacks choose if they want to do half normal damage or full stun damage (must decide before rolling damage). I even consider allowing the stun option if using blunt melee weapons where an unconscious result seems possible. And in my stun rules, the worst outcome is unconscious plus wounded, so it is still possible to accidentally hurt someone when not intending. Just not lethally.
I feel heroes should always have the option to not kill someone. But if using lethal force, the trade off for not killing is a permanent injury of some kind. Otherwise, don't use lethal force. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jun 15, 2021 2:46 am Post subject: |
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How's about make them roll a willpower check, to see if they successfully 'pulled their punch'? Succeed, and they can cap it at ko'ed.. Fail and its lethal damage. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10397 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Jun 15, 2021 11:09 am Post subject: |
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garhkal wrote: | How's about make them roll a willpower check, to see if they successfully 'pulled their punch'? Succeed, and they can cap it at ko'ed.. Fail and its lethal damage. |
Willpower suggests that they want to kill but was holding back. That seems more appropriate for DSP rules, which I think CRM suggested something like it at one point.
If you want it to be roll dependent, a better idea would be to have it be rolling a certain amount above the difficulty number, so it requires extra finesse with the brawling skill to achieve the knock-out effect. No extra roll, it is just part of the attack roll.
But for meta/player reasons, I think it is best to allow brawling to be stun damage and allowing maiming instead of killing to just be a player choice as indicated in Star Wars D6 Damage. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14152 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jun 15, 2021 3:44 pm Post subject: |
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I like that suggestion on having it based on how well they hit.. Since IRL i've heard numerous stories of folks who were going for a KO punch/choke etc, but shanked the pooch and killed the person... _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16272 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jun 15, 2021 5:25 pm Post subject: |
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The Willpower suggestion was more for Force use, not Brawling.
My thoughts on the matter at hand, though? Head off the entire dilemma by making Brawling Damage inflict Stun only, except on a Wild Dice Failure on either the Attack or Damage roll. This is more consistent with real life, where severe / lethal damage in a basic bar brawl between untrained combatants usually happens by accident. Then allow characters with some form of training (such as having dice in Martial Arts) to make the choice as to which sort of damage they want to inflict.
W/r/t the Wild Dice Failure, make it savable by CP, so that the character can choose to pull their punch even after screwing up, but at a cost. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10397 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Jun 15, 2021 9:56 pm Post subject: |
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CRMcNeill wrote: | Head off the entire dilemma by making Brawling Damage inflict Stun only, except on a Wild Dice Failure on either the Attack or Damage roll. This is more consistent with real life, where severe / lethal damage in a basic bar brawl between untrained combatants usually happens by accident. |
That is one option in my game. Brawling is either full-Strength stun damage, or half-Strength normal damage à la D6 Space. That is still consistent with real life, and we have actually play tested both options fairly extensively. It works. _________________ *
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