[Star Wars] Saga Edition's New Damage System

eyebeams said:
That's easy; there are more of you than them. If you have someone to cover you, it's in your interest to make sure the opponent doesn't make a comeback.

But why would he make a comeback? Do your Pcs routinely shoot mooks in the back of the head at the end of combat? If their is another threat active, I'll be damned if I'll waste one of my precious actions (the most sought after resource in all RPGs) on shooting a fallen foe instead of targeting somebody else. And numeric advantage just means that you can concentrate fire, which in DnD is the most sensible tactical choice.
 

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hong said:
Meh. Execute the guy who's not shooting back _after_ you've taken down/driven off the guys who _are_ shooting back. It's not like he's going to magically wake up.


Yeah, and what he said too. :D
 

Perhaps I need to read it again with a higher degree of attention, but from what I saw in that article, there wasn't nearly enough info about how the condition track works to even begin to judge it.
 

The problem with 'death spiral' designs is that as your character becomes dmaaged his ability to act is degrade. This has the effect of making it more likely that the character will be damaged again, and further degrade his ability to act, and so forth.

A system that applies a penalty is bad, since being injured is a 'double blow' in that not only do you have a lower chance of winning due to lower hit points, but also a lower chance of winning due to reduced effectiveness. A system that also reduces the number and/or range of available actions is an absolute disaster, since not only are you suffering the above, but you are also far less capable of escape (which, in d20 at least, doesn't need dice rolls, so probably wouldn't have been penalised).

Don't get me wrong - 'death spiral' designs are probably more realistic than hit points. They're just much less fun to actually play.
 

EvilDwarf said:
Anyone care to share a bit o' summary of how these others worked? Did they include a feature like the increasing damage threshold talked about for Saga
How injury/damage worked in d6 Star Wars was very much like a "damage save" system:

Let's take a typical scenario, a blaster rifle shooting an average PC.

The damage rating of a Blaster Rifle is 5D. Roll 5 dice, let's assume you get an 18.

The damage is resisted by rolling the Strength ability score. The ability to resist damage does not go up with character progression, but skills like Dodge (and Melee Parry and Lightsaber Parry) make it easier to avoid getting hit in the first place. Armor adds bonus dice to Strength to resist damage (for example, Stormtrooper armor is +2D against energy attacks, +1D against physical attacks, and a -1D penalty to all Dexterity related skills).

An average person (or typical cannon-fodder stormtrooper) would have a Strength of 2D, a typical heroic PC might have a Strength of 3D (a very buff human would have 4D, a Wookiee may have 5D). So our typical PC rolls 3D to resist the blaster shot, let's say he rolls a 10. This means the blaster rifle rolled higher by 8. Uh oh, let's see how bad he was hurt.

There is a small table of how high the damage roll exceeds the Strength roll to see what category of damage is inflicted. 8 is "Wounded", so our PC is now "Wounded" and takes a -1D penalty to all rolls until they heal (be it naturally, medically, or with the Force). If it exceeds by 9 to 12 they are "Incapacitated" and knocked prone and unconscious for 10D minutes (in addition to the penalties for being wounded). If it exceeds by 13 to 15 they are "mortally wounded", they are dropped and dying, and will die within a few rounds unless they recieve medical care, and even if stabilized with First Aid they need serious medical care or they'll still die, just later. If it rolls higher by 16 or more, you're dead outright. Injured categories stack, so if you're injured and injured again to the same or a lesser level, you move to the next one, if you're injured to a greater level you move to that level.

It would be possible, albeit theoretically, to kill any character with one hit if the dice were lucky enough. The rulebook notes that combat is deadly, the key is to not get hit and have high defensive skill scores. The given writeups of the main movie characters give them incredible skills, making them almost totally unkillable. With Force Users, the Reduce Injury power would let you avoid this however, by turning a "Killed" result into "mortally wounded" in exchange for a permanent injury (like losing a limb), which was the d6 explanation for lightsabers chopping off limbs.

In practice, I found it even more brutal than WP/VP, because at low levels PC's can die from random hits from Stormtroopers (5D blaster rifles against 2D baseline human stats), and the open-ending nature of how the dice was rolled meant that sometimes a little derringer-like hold-out blaster could drop an armored wookiee bounty hunter in one hit (I saw that happen). I welcomed WP/VP when it came because it was a big improvement. I really liked the d6 SWRPG, in a lot of ways I wish WEG hadn't gone bankrupt because I would have really, really loved to have seen how they would have treated the prequels with the RPG, but how damage and injury was handled was one of the holes in the system that could have been patched in a later edition.
 

One of the problems with the WP/VP system is that VP damage explicitly doesn't contact the person's body. So a poison dart that does 1d2 damage is virtually useless; you'd have to deplete the target's VP with a couple dozen darts before actually delivering the poison through WP damage.
 

lukelightning said:
One of the problems with the WP/VP system is that VP damage explicitly doesn't contact the person's body. So a poison dart that does 1d2 damage is virtually useless; you'd have to deplete the target's VP with a couple dozen darts before actually delivering the poison through WP damage.

I would think a poison dart would be a touch attack that inflicted [Stat of choice] damage anyway, rather than a hit-point-eater.

-The Gneech :cool:
 

The_Gneech said:
I would think a poison dart would be a touch attack that inflicted [Stat of choice] damage anyway, rather than a hit-point-eater.

-The Gneech :cool:

But then it would be virtually just as easy to hit a high level jedi as a commoner with it, since touch attacks ignore your defense bonus from class.
 

True, but if the Jedi's got a lightsaber out, the attack still might be deflected.

Besides, Jedi being vulnerable to things is a feature, not a bug. :)

-The Gneech :cool:
 

Vanuslux said:
Unless I'm misremembering (entirely possible since it's been a long time since I've watched them), the only time any to the heroes of the original trilogy actually got HIT by a blaster was Han on Endor and one hit nearly killed him.

Addendum: The point being, I don't remember Han and Luke soaking up a bunch of blaster shots when I think of the Star Wars series...I think of how incredibly terrible the marksmanship of their enemies were. For the most part it seemed like Stormtroopers mostly only hit things on natural 20s if you look at the number of shots they fire versus how often they actually hit anyone.
As Merric said, one of the essentials of hp is that a "hit" doesn't represent a direct impact to a high-level human. It represents a near miss, a graze, etc. A rancor's hit points may come from its sheer ability to withstand damage from multiple direct hits; a human's don't.

And Han wasn't hit by a blaster bolt on Endor; Leia was, in the arm. And, "it[] [wasn't] serious," to quote the character directly. Hit points at work!
 

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