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Wound-Vitality systems and death risk
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<blockquote data-quote="Remathilis" data-source="post: 5357865" data-attributes="member: 7635"><p>Gary Sari (Wizo-the-hutt on the WotC boards) said this in a chat pre-Saga.</p><p></p><p></p><p></p><p>I added the bold for Emphasis. </p><p></p><p>V/WP and the auto-crit problem was a giant detractor from the SW game we played through, for a variety of reasons...</p><p></p><p>1.) We would lose a party member to a random crit about once every six sessions. We'd have probably lost more but attendance was poor in those days. Our DM was notorious for rolling crits (in the open mind you) and we lost new PCs constantly. One player lost three PCs to auto-kill crits in the span of 2 months! </p><p>2.) Getting an auto-crit was anticlimatic for any major combat. Note all six SW movies involve prolonged lightsaber duels. SWRE did a miserable job of mirroring that; most often someone would crit on 4-5th round and that was it. </p><p>3.) Getting auto-critted was worse. Thanks to SWRE lack of decent healing, any time-sensitive mission (escape the Death Star, find the hidden base, etc) often failed horribly. Someone would get critted early and end up staying on the ship OR more commonly, one lone PC survivor would be carting 5 unconscious corpses on a trolley on the way out because of wounds. I wish I was joking.</p><p>4.) Lots of players, once critted and dead/out cold, resorted to Gameboys and Laptops. One player finished Super Mario Advanced after being knocked out cold early in the night. Not my idea of a fun D&D night...</p><p>5.) It favored underdogs, throw-away villains, and the lucky over skill, experience, and continuity. </p><p></p><p>Maybe V/WP might work in another style of game; it would (ideally) feature a never-ending supply of "fresh troops", be more group focused than individual focused (IE it doesn't matter what PCs complete the quest) focus on short, self-contained adventures rather than epic narratives, be more exploration/dungeon focused than dramatic/story focused, and feature a "life-is-tough" attitude where death is around every corner and life is either long and glorious or nasty, brutal and short. </p><p></p><p>Not, IMHO, a good Star Wars game. </p><p></p><p>Take that for what its worth;</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5357865, member: 7635"] Gary Sari (Wizo-the-hutt on the WotC boards) said this in a chat pre-Saga. I added the bold for Emphasis. V/WP and the auto-crit problem was a giant detractor from the SW game we played through, for a variety of reasons... 1.) We would lose a party member to a random crit about once every six sessions. We'd have probably lost more but attendance was poor in those days. Our DM was notorious for rolling crits (in the open mind you) and we lost new PCs constantly. One player lost three PCs to auto-kill crits in the span of 2 months! 2.) Getting an auto-crit was anticlimatic for any major combat. Note all six SW movies involve prolonged lightsaber duels. SWRE did a miserable job of mirroring that; most often someone would crit on 4-5th round and that was it. 3.) Getting auto-critted was worse. Thanks to SWRE lack of decent healing, any time-sensitive mission (escape the Death Star, find the hidden base, etc) often failed horribly. Someone would get critted early and end up staying on the ship OR more commonly, one lone PC survivor would be carting 5 unconscious corpses on a trolley on the way out because of wounds. I wish I was joking. 4.) Lots of players, once critted and dead/out cold, resorted to Gameboys and Laptops. One player finished Super Mario Advanced after being knocked out cold early in the night. Not my idea of a fun D&D night... 5.) It favored underdogs, throw-away villains, and the lucky over skill, experience, and continuity. Maybe V/WP might work in another style of game; it would (ideally) feature a never-ending supply of "fresh troops", be more group focused than individual focused (IE it doesn't matter what PCs complete the quest) focus on short, self-contained adventures rather than epic narratives, be more exploration/dungeon focused than dramatic/story focused, and feature a "life-is-tough" attitude where death is around every corner and life is either long and glorious or nasty, brutal and short. Not, IMHO, a good Star Wars game. Take that for what its worth; [/QUOTE]
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