Posted 08 October 2010 - 07:49 AM
Given the presence of the Reinforced Hull ability in the vehicle rules (halves Critical Hits suffered, except those generated by Righteous Fury), I think I've got a decent precedent to treat True Grit the same way. Fortunately, however, my players are not adverse to me tweaking houserules from session to session as I fine-tune things.
To the matter of Strange Physiology, I'm just making them immune to Critical Hits of all kinds, and stating that they only die when at 0 wounds. It's the simplest and most effective interpretation in this context.
Interaction with talents and traits is a little fiddly at this early stage, certainly, but I think the overall benefits (more interesting protracted fights, as minor hindering criticals potentially occur sooner, and less extreme amounts of damage) are worth the initial annoyance of peripheral complications.
Writing Credits for Fantasy Flight Games: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Hostile Acquisitions, Black Crusade Core Rulebook, First Founding, The Jericho Reach, The Soul Reaver, Only War, The Navis Primer,Ark of Lost Souls, and Hammer of the Emperor
I no longer write for, or am employed by, Fantasy Flight Games in any fashion. All of my comments are my own, and do not reflect the opinions of any employer, past, present, or future.