Normally I would agree with you but there are situations whereby doing this would disrupt the integrity of the story but also the lore itself. In this example, if a Khornate were to leave the Psyker alive on the floor unconscious and not finish them off, it would greatly offend the Blood God and therefore I would see it as justified to allow them to go for the coup de grace on an injured player if the opportunity arose and expect them to check every corpse to ensure that they have fallen and take every skull for the Skull Throne.
Sure, but (or so I think) it's not very difficult to find an excuse for such a situation. As mentioned before, he could simply be forgotten as the battle rages on elsewhere or the CSMs have to retreat. They could also take him prisoner, planning to sacrifice him in a dark ritual (simultaneously creating the plot for a new mission, where the player takes on a temporary alternate character to participate in his own rescue).
Besides, some would say the game is pretty good at disrupting its own integrity, anyways. Acts of Faith, anyone? Lifting and Throwing Rules? Unnatural Traits?
I sort-of still agree with you on the point that sometimes it can appear too silly, but I just don't think it would be the case here. Hell, the rulebook's own example is "a player trapped on a spaceship during a warp drive implosion". To me, that seems a lot less likely to survive than a bunch of roaming CSM who may easily have something else on their mind than beheading you!
As far as Fate Points as a whole are concerned, I'm also inclined to agree only partially. To me, it seems to hinge a lot on the individual player - taking myself as an example, I am extremely shy when it comes to spending Fate, even just for normal bonuses. It's something I also notice in videogames where I end up with a ton of consumables simply because I refrain from actually spending any, thinking they could be of more use another time.
In FFG's 40k RPGs, it manifested as a sort of personal rule that I'd be willing to spend all Fate except for the last point, which I'd keep in reserve to escape death. But as mentioned before, I rarely spent Fate anyways.
The other extreme are players who, as you suggested, might use all of their Fate to escape death again and again. That being said, this means they'd have to sacrifice the option of using Fate on other benefits, and as we know from countless novels, some people can be quite lucky. Is the mechanic itself really that bad, just because a few players (assumption; I don't personally know anyone who "abused" it that way) might overdo it? Isn't survival by Burning Fate nothing but the opposite of Righteous Fury?
(okay, I'm a bit hypocritical here, because I dislike Righteous Fury as too unrealistic myself ..)
Anyways, I feel it sounds similar to that Rogue Trader "problem" of players technically being able to send a whole regiment of mooks down to the surface instead of going themselves, but I've never really considered that an issue either. It all comes down to how the GM and the group handle such situations.
That being said, the Save Roll idea is interesting!
Edited by Lynata, 21 July 2014 - 07:18 PM.