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I'm a bit turned off by the crit result of 126-130, Gruesome Injury. One characteristic is permanently reduced by 1. Permanently. Non-recoverable.
Does that strike anyone else as odd? This is the one and only example of a permanent reduction of anything in the game. Heck, even starship crits don't permanently reduce any of it's traits. Maybe it could be the chosen characteristic is at -2, or two different characteristics are at -1? Heck, with it's higher difficulty, a -1 might stay around for a bit longer than with the Horrific Injury result.
I'm just not a fan of any system where a random roll of the dice can take something that vital to the character away.
-EF
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EldritchFire said:
I'm a bit turned off by the crit result of 126-130, Gruesome Injury. One characteristic is permanently reduced by 1. Permanently. Non-recoverable.
Does that strike anyone else as odd? This is the one and only example of a permanent reduction of anything in the game. Heck, even starship crits don't permanently reduce any of it's traits. Maybe it could be the chosen characteristic is at -2, or two different characteristics are at -1? Heck, with it's higher difficulty, a -1 might stay around for a bit longer than with the Horrific Injury result.
I'm just not a fan of any system where a random roll of the dice can take something that vital to the character away.
-EF
I think permanent means "until replaced". In the star wars universe full clones can be grown, Repli-Limb Prosthetic organs created and cybernetic limbs/organs build.
LukeZZ said:
EldritchFire said:
I'm a bit turned off by the crit result of 126-130, Gruesome Injury. One characteristic is permanently reduced by 1. Permanently. Non-recoverable.
Does that strike anyone else as odd? This is the one and only example of a permanent reduction of anything in the game. Heck, even starship crits don't permanently reduce any of it's traits. Maybe it could be the chosen characteristic is at -2, or two different characteristics are at -1? Heck, with it's higher difficulty, a -1 might stay around for a bit longer than with the Horrific Injury result.
I'm just not a fan of any system where a random roll of the dice can take something that vital to the character away.
-EF
I think permanent means "until replaced". In the star wars universe full clones can be grown, Repli-Limb Prosthetic organs created and cybernetic limbs/organs build.
Well yes, you can always increase Brawn, Agility, or Intellect with cybernetics, but that's still causing you to be behind the "curve" so to speak.
If they mean 'until replaced' it should say as much. To most people, permanent means just that, it's gone for good.
-EF
I would say that a permanent damage is a damage that cannot be repaired (like an amputated limb, a burned skin, etc…).
But with the star wars technology you could always replace the damaged part with a cybernatic or organic one.
As an extreme example, you could decide to implant your brain into a cyborg body (like Grievous): this way any penalty linked to your old body would disappear.
The wording definitely needs to be cleaned up. If it's truly "permanent" then why even bother with listing a difficulty (presumably for a medical check), right? My take was that it was permanent until repaired/replaced/regrown.
But I agree on the confusion, and, if it is actually unfixable, it's definitely a bit harsh. Then again, getting shot in the face with a disruptor rifle might do such things…
Exalted5 said:
The wording definitely needs to be cleaned up. If it's truly "permanent" then why even bother with listing a difficulty (presumably for a medical check), right?
I'm assuming because the critical injury can be healed, just not the permanent reduction effect. Kind of the opposite of the temporary effects that end before the actual critical injury is healed.
FWIW, I like it. Nothing like permanent characteristic loss to put the fear of god (of combat in this case) into the players. It's one of the problems with D&D 3 / Pathfinder / D&D 4e IMO - not having that fear of real permanent loss really contributes to the "kick in the door and kill everything" style of play, which isn't my cup of tea.
Edge of the Empire play aids
"Gruesome Injury" is the first of the "severe" injuries and the least threatening of the "You are very very VERY F***ed up injuries". It also only has a 5% chance of appearing on any roll its even a possibiity for.
I think its fine as it is. If you want to avoid this kind of injury, surrender.
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
LethalDose said:
I don't think players like surrendering any more than they like running away…
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
AluminiumWolf said:
I knew that was gonna be your response if you saw that post.
Fighting with 3 critical injuries should be a big risk. If there is no danger of permanent loss, then there is effectively no risk. This is really just reiterating Exalted5 above.
I don't like that I have to pay taxes, but the option is I risk the chance of going to prison. And let's face it, I'm just too pretty for that.
Just like real life, the players (like people) should have choices, but no one said any of the available choices have to be good ones.
-WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
EDIT: It was reiterating Gribble comments on D&D, not Exalted5. -WJL
"All models are wrong, but some models are useful."
-George E.P. Box, Ph.D.
"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."
Albert Einstein, Ph.D.
LethalDose said:
-WJL
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
AluminiumWolf said:
I don't think players like surrendering any more than they like running away…
Players don't like to lose. Players don't like rail-track story telling where there is no risk and no consequences to anything they do.
Just because "you don't like it" doesn't mean it shouldn't be a viable option. I guarantee you that my character doesn't like to be captured by the Empire, but that doesn't mean it didn't make the story better when it happened. If there's no risk, success is meaningless. If a plan can't go bad, there's no point in making plans in the first place (and, to keep with the 'I know what every player on the planet want' rhetoric, players love to come up with elaborate plans).
So yes. Sometimes you just have to realize that the fight is lost and it's better to live and fight another day, than to 'go down stupid'. I'm not surprised that you think players like to die from stupidity. I'm not one of your players.
Thank goodness.
Slaunyeh said:
Players don't like to lose.
Yes. I strongly suspect that you will find that losing is punishment enough. Hell, it works for every other damn game in existance. Either way, I hope one day to see a roleplaying game designed around the realities of play rather than… wishful thinking. Seriously man, when do players ever surrender? Even if you try to do the scene where five hundred goons appear from nowhere with their guns levelled at the PCs so they can be captured and the bad guy can explain his plan to them you can pretty much guarantee at least one of the PCs will try to draw down on them. H
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
All the time, if they have to. Stupid (and bad) players whine when they are challenged and risk loosing (ie dying). When opposed by a group of pirates on their ship, sure they try to fight them, but four players against a Nebulon-B full of crazy pirates, well, if they didn't escape because they wanted to take them on, they risk serious bodily harm and being sold into slavery… its not fun for the characters, but the players - mine at least - love a challenge, potential death and unforeseen consequences - escaping slavery and restarting with a new ship, perhaps new identities and such is a great opportunity to get new obligations and get rid of old debts!
If you prefer "railroaded" games, play ludo. "Players" don't "dislike" or "like" anything in particular, except playing games. Which is a social and more or less democractic event, wherein players and GM challenge each other to varying degree… some people like straight forward lead by the nose games where they don't have to think and not really play - which is FINE - others enjoy games where thinking IS involved and where their characters to run the risk of death, where the supernatural or the evil is more powerful than the natural or good. Loosing fingers or ears is not fun for the players on one level, yet it creates stories, emotional connections and investment in the characters and the game. Dying is not fun, but the risk need to be there, otherwise survival becomes meaningless, just to reiterate the points above.
"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."
+++++Dying is not fun, but the risk need to be there+++++
Then how do you explain the near total non-existance of permadeath in the online gaming space?
(Course, you always get people on the forums for the Barbie Horse Adventures MMO calling for permadeath and full looting or no fun. The difference between TTRPGs and MMOs is that the MMO people tend to ignore them.) h
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
Online gaming is something else as far as I'm concerned. By equating online gaming with tabletop gaming - of any sort - you're making a mistake. Sure there are similarities, and perhaps more these days than in the early days - but that is not necessarily a good thing. The principles and framework of an online mmo, or fps, are different than a tabletop rpg or board game… Whereas an online game, for instance mmo is about gear and RPing has little to no impact on the actual game itself, anyways this is derailing the topic of this thread and taking it towards a pointless and meaningless death at the hands of someone who thinks that Online gaming should be the catch-all template for any sort of gaming and that players a little babies that only want to ejaculate their own egos on the table with no risk of getting caught doing it, and suffering the consequences… (with no deviation from said template, only holding hands and guiding the players and keeping them safe and bored.. while some might appreciate this, and games should allow people to play these kind of one sided "things" … they should also allow and supply guidelines for gamers that prefer more grit, more challenge, less cuddly gamepad-oriented gaming)
"What about the future…? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."
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