Laurefindel
Legend
I've seen many RPG where enemies can (relatively) easily be instakilled, but they tend to fall in two categories.Does anyone have any experience with instakill rules from other TTRPGs? Did they allow assassin-type PCs to really feel like assassins, or did the instakills feel cheesy and unbalanced? Are instakill rules even wise to have in TTRPGs, or are they too prone to being abused?
Asymmetric systems: NPCs and enemies are not all made like PCs. Minion rules with 1 hp that will drop regardless what hit them for example, or systems that assume that PCs will prevail automatically without any roll. 7th Sea 2e has an advantage that characters can purchase where the "scene" opens on an unimportant NPC who hear a "pssst!", turns around to investigate, disappears behind a door/alley, emits a unintelligible muffled cry, and the PC reappears instead wearing the guard's clothing. Generally, PCs cannot as easily be eliminated in one shot in those systems.
Symmetrical Systems: PCs and NPCs can be dropped in one shot in the same fashion, typically because of some sort of critical hit effect, some sort of massive damage rule, a class-specific or monster-specific ability, or by virtue of hp remaining low throughout the game. Note than many games differentiate between instantly dropping out of combat (but not necessarily dead) and instantly dropping dead. In The One Ring (1st ed) RPG, armor acts as a saving throw vs wounds on a critical hit (a piercing blow). If you score a piercing blow and the oppoenent fails their armour test; they drop instantly. PCs and some adversaries have addtional layers of protection. For example, a PC falls unconscious if they fail that armor save twice, and if the attack that caused the final piercing blow also drops them to 0 endurance, they are killed outright.
As for whether it is wise or not; it depends. The fact that enemies can fall in one shot will set the tone of the game. The fact that PCs can fall in one shot will set that tone even further. Personally. I prefer systems where combats against "minions" don't drag on unnecessarily. Having them potentially hit hard but fall easily is often preferable, even if it can be cheesed ocasionally.
Last edited:






