Moridin said:
I'd like to chime in here. People keep using the phrase "death spiral" in association with the condition track. It's not quite like that. Over the course of an encounter there are just as many things that can move you up the condition track as can move you down. So, if you take a big hit and bump down the track, you've got an option that can bump yourself back up, while other characters might be able to do things to help you (the noble, for example, has a talent that lets him move someone else back up the condition track once per encounter). It's more of an up-and-down sliding scale than a death spiral.
Other death spirals have similar exceptions with various options to ignore or mitigate penalties, but they're still death spirals.
The "helpless but unconscious" result is both a good and bad thing. It basically puts such a character at the total mercy of the GM, since unless the coup de grace rule's been changed, it applies to helpless characters.
As a GM this presents a bit of a dilemma. If I don't have the stormtrooper execute such a PC, I'm obviously fudging tactical play in situations where this would be the thing to do, especially if I follow the classic Star Wars setup and have more of them than the PCs. If I *do* use a coup de grace, everyone at the table knows that as GM, I made a deliberate attempt to execute that character, rather than simply reduce an in game resource like hit points. It feels a bit different than a character with 0 or fewer HP since you've whittled down the character's survival resource first. And lastly, the system encourages unheroic behaviour. As GM, it means I either spend time executing unconscious people or cheating on the PCs' behalf. As a player it means that I'm rewarded for shooting an unconscious bad guy in the face.
The advantage of VP/WP is that even if combat is deadly, it *never* forces the GM to arbitrarily decide that a PC ought to die. WP present a token resource against deadly attacks. *However*, it does have the lethality problem. It's not perfect by any means.
In my house rules I just ask for a Fort save; success shifts WP damage back to VP. This introduces a level-based ability to avoid serious injury without putting me in the position of PC executioner. They always have a level-based capacity to avoid injury as well as quantifiable character resources besides. If they lose that buffer it's fair.
Keep in mind, though, that in a more narrative playstyle early helplessness is good. If there are no serious tactical stakes nobody cares if I let PCs off with a knockout leading to some kind of imprisonment scene in the game or other contrivance. That's all good.