Ranger REG said:
And how is Spycraft 2.0 differ from Spycraft 1.0 when it comes to the VP/WP health system?
By and large, VP/WP in SC2 work almost exactly the same as in the original. There's a few changes, though... Massive damage is handled just a little differently, using the "Table of Ouch". Subdual damage is much different than the usual, at each increment of your Con you sustain in subdual damage, it becomes more difficult to heal, and you must roll increasingly difficult Fort saves to avoid increasingly bad conditionsl.
Finally, and most importantly, objects, vehicles, animals and NPCs who are not 'special' (mooks and bystanders) have no VP or WP. Instead, they have a damage save vs. 10 + 1/2 damage dealt (rounded down). Failure means death, unconsciousness, becoming broken, destroyed, inoperable or totaled, depending on what you just clobbered.
Plus, and more pertinent to this discussion, non-special NPCs cannot use Action Dice, nor can they threaten critical hits, unless they are bequeathed with a special NPC Quality that allows them to do so.
That that one means that the vast majority of low-level mooks are easy to kill quickly, and cannot kill a PC with a lucky shot.
Special PCs can threaten criticals, and can activate them with Action Dice... But it has nothing to do with luck, since the GM must actively and purposefully spend an Action Dice to activate it. In that instance, if lots of PCs are dying to critical hits, its because the GM is being a jerk and not bad luck.