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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue May 03, 2011 6:41 pm Post subject: When they go neg (mortally wounded) |
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When character's go into the mortally wounded level of damage, they get 2d6 rounds worth of rolling before they die (maybe sooner)..
Do you let the player read out which round he is at to the rest (assuming they don't already know)? Do you have him stay silent (out cold character, no speach).. _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Tue May 03, 2011 6:51 pm Post subject: |
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They can stabilize on their own by succeeding in that roll can't they?
I've never had it be an issue in any groups I've seen as a mortally wounded character always became the centre of attention (unless they were wounded by another player).
That said I'd probably keep the player quiet and then offer hints as the GM from time to time. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue May 03, 2011 10:14 pm Post subject: |
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I've never seen any reason to hide those details from the other players. Generally people are paying attention anyway, so they know when it happens.
I find people knowing what's going down adds to the tension and excitement in the situation. It heightens everyone's experience. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed May 04, 2011 5:46 pm Post subject: |
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Esoomian wrote: | They can stabilize on their own by succeeding in that roll can't they?
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Nope. Only way to stabilize is using a med pack on them.
OR force healing (accel heal in others).
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I've never had it be an issue in any groups I've seen as a mortally wounded character always became the centre of attention (unless they were wounded by another player).
That said I'd probably keep the player quiet and then offer hints as the GM from time to time. |
So would there be any reprocussions if they DID blurt it out continually? _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed May 04, 2011 7:28 pm Post subject: |
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garhkal wrote: | Nope. Only way to stabilize is using a med pack on them.
OR force healing (accel heal in others). |
Ah, I was thinking of natural healing not the injury result.
garhkal wrote: | So would there be any reprocussions if they DID blurt it out continually? |
Probably nothing more than a disapproving look unless there was a specific reason I didn't want that knowledge to be disseminated. I can't think of many situations where that would really detract from the game. As Ank said it actually enhances the tension. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view.
Last edited by Esoomian on Thu May 05, 2011 12:44 pm; edited 1 time in total |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu May 05, 2011 12:24 pm Post subject: |
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garhkal wrote: | So would there be any reprocussions if they DID blurt it out continually? | Back in the days when I was more interested in objective play and less concerned about killing off PCs, there would be a warning along the lines of "your character is unconcious, you can't talk!" or "who is saying that?" Never had to progress with a consequence, but I suppose subtracting one from the 2D roll for each subsequent infraction might work.
These days, I would probably only care if the repetition sounded like the annoying whine of a small child e.g. "are we there yet?" repeated every few minutes during a trip. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu May 05, 2011 4:26 pm Post subject: Re: When they go mortally wounded |
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garhkal wrote: | When character's go into the mortally wounded level of damage, they get 2d6 rounds worth of rolling before they die (maybe sooner)..
Do you let the player read out which round he is at to the rest (assuming they don't already know)? Do you have him stay silent (out cold character, no speach).. |
Maybe I don't understand your question, but I have never had a player of a mortally wounded PC "read out what round he is at". All my players understand when one round transitions to the next and can count, so everyone knows exactly how many rounds it has been since he has been mortally wounded. Everyone understands the rule that the PC could die any round so act appropriately if they want to save him.
Are you describing players who feel their dying PC is being ignored so he feels it is necessary to remind the other players every round they better have their PCs act quickly to save him? That's just sad. I have never had that experience in all my years running Star Wars. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu May 05, 2011 5:26 pm Post subject: |
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Yes.. I have had some who flat out forgot what round it was on, and also in ambush situations, where some dropped before the others got there (or as they got there) they lost track of where it was.
As a linked question. If someone IS rendering aid, and is shot/smacked.. is their dodge/parry hampered? _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu May 05, 2011 6:01 pm Post subject: |
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I have played that the players do not know how damaged their pal is. They and the fallen PC's player just know that he has fallen. In that case it is not obvious how much time is available or even that a clock is ticking.
I see allowing all the players to know the wound status of a fallen PC a nice allowance of meta game information to make it more likely that the player survives and (as others said) to add tension and drama during the combat rather than strictly sticking with what information the characters would really know and providing tragedy or pathos when finding their comrade bled out after the combat is over.
garhkal wrote: | ...As a linked question. If someone IS rendering aid, and is shot/smacked.. is their dodge/parry hampered? | Minimum -1D MAP penalty up to maximum must abort the first aid roll to even be able to dodge at all. In the latter case that may be a good place for the medic to use a force point to shield and save the patient (and incidently possibly survive the damage himself). |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu May 05, 2011 10:33 pm Post subject: |
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I'm ok with some metagaming in some situations. I always announce every PC's wound status changes exactly as they are. I just consider it a gimmie that the other PCs just happen to realize how bad their fallen comrade's wound is. In my game, I try to make every PC mortally wounded result dramatic as possible for us all.
In my very first SW group, we got into the habit of using the lingo of "I" to represent Incapacitated since we recorded an "I" in the Wound Status circle. Then I got into the habit of using the same terminology for GCs, but since I don't tell player the specific GCs wound statuses when they fall unconscious, "I" for GCs began to mean "Incapacitated or worse". Basically they fall down and do not get back up. In most cases that means they are essentially down for the count for that encounter (if not for good). I would say, "He's Ied." That stuck and I still do that, and new players look at me confused until someone tells them what I mean. Initially that terminoligy was only used for lethel damage, but I sometimes say "He's Ied" for stun damage too, meaning that the GC is unconscious.
If someone is administering First Aid and is shot at, is their dodge hampered? I agree with Bren. I have usually ruled that First Aid is the only action someone can do in a round, and Dodge involves moving so your victim isn't going to move with you. If you get shot at and choose to Dodge after beginning to perform the First Aid, you abandon the First Aid attempt but still suffer the -1D MAP penalty to your Dodge anyway because you were concentrating on something else when reacting to the shot. But in that case I do rule that the medpac is not used and still fully available to try again. _________________ *
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri May 06, 2011 10:21 am Post subject: |
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Whill wrote: | I'm ok with some metagaming in some situations... | I was just pointing out that it is metagaming. But I'm ok with what you have described. We tend to use, "he's down" rather than incapped, but it has similar meaning. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat May 07, 2011 12:19 am Post subject: |
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I'd decide on a case by case basis.
It's easier to determine the status of a mortally wounded speeder crash victim than a mortally wounded nerve toxin victim. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Sat May 07, 2011 1:34 am Post subject: |
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Esoomian wrote: | They can stabilize on their own by succeeding in that roll can't they?
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They can't stabilize themselves. According to 2nd Edition, R&E, page 97:
Quote: | A mortally wounded character falls prone and is unconcious. The character can't do anything until healed. |
Being able to stabilize themselves is being able to do something to do so. Their out cold, so they can't do anything to help themselves. They can't even make a natural healing roll.
Now I might allow a player to call out how many rounds their PC has been mortally wounded for so the other players know, or I might say that's the GM's job. Obviously they should survive three rounds of mortally wounded unless they get a 1 on the WD. Then it's up to the GM how they want to play that, ignore the 1 and just add up as normal, throw out a complication (like maybe a permanent loss of D from certain atributes if the PC is stabilized), or subtract both dice which is obviously dead. Starting in the fourth round after being mortally wounded it's then time for the player to get anxious about the other PCs saving them.
So letting the player say their PC has been mortally wounded for so many rounds would give them something to do as all their able to do is sit there until someone decides to help them. _________________ FLUFFY for President!!!!
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat May 07, 2011 3:15 am Post subject: |
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You don't roll a Wild die... just plain old 2d6. _________________ Confucious sayeth, don't wash cat while drunk! |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Sat May 07, 2011 3:25 am Post subject: |
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I do. _________________ FLUFFY for President!!!!
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