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[Star Wars] Saga Edition's New Damage System
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<blockquote data-quote="Mouseferatu" data-source="post: 3416745" data-attributes="member: 1288"><p>I think it's reasonable to assume that someone who is violently ill--nauseated--should be easier to knock out, or at least subdue, than someone in the full bloom of health. Someone under the stress of panic, similarly, should be more susceptible. There's a reason sick or frightened people pass out, after all.</p><p></p><p>Similarly, I'm all for a consolidation of the consequences of these conditions. I hate the fact that some bestow penalties to attacks and saves, while others bestow penalties to Strength and Dex. I think a single set of penalties that applies (more or less) across the board would do fine for modeling all of these, and would be a <em>hell</em> of a lot easier to keep track of. Having run combats with multiple types of penalties, it quickly bogs the game down in the math and the mechanics; I'd much rather a single, smooth means of keeping track, even if it's a hair less "realistic." (Not that I even agree it is; I'm just saying that even if it were, it'd be preferable.)</p><p></p><p>As to whether a few of the conditions would "render the character almost unconscious even at the outset of combat," I think that depends entirely on the level of granularity of the wound track. If it's got a sufficient array of "degrees of detriment," I don't think this would be a problem at all.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 3416745, member: 1288"] I think it's reasonable to assume that someone who is violently ill--nauseated--should be easier to knock out, or at least subdue, than someone in the full bloom of health. Someone under the stress of panic, similarly, should be more susceptible. There's a reason sick or frightened people pass out, after all. Similarly, I'm all for a consolidation of the consequences of these conditions. I hate the fact that some bestow penalties to attacks and saves, while others bestow penalties to Strength and Dex. I think a single set of penalties that applies (more or less) across the board would do fine for modeling all of these, and would be a [i]hell[/i] of a lot easier to keep track of. Having run combats with multiple types of penalties, it quickly bogs the game down in the math and the mechanics; I'd much rather a single, smooth means of keeping track, even if it's a hair less "realistic." (Not that I even agree it is; I'm just saying that even if it were, it'd be preferable.) As to whether a few of the conditions would "render the character almost unconscious even at the outset of combat," I think that depends entirely on the level of granularity of the wound track. If it's got a sufficient array of "degrees of detriment," I don't think this would be a problem at all. [/QUOTE]
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