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Tanarri

Stun and Crits

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So our gaming group came across a slight issue and we couldn't figure out how to handle it.

 

Lately the players and the GM have been using the stun setting on blaster rifles and pistols so getting a crit was bound to happen. Now we all decided that using the debilitating crit table probably isn't a good idea as we are all using stun and not actual damage. The GM finally decided to have it ignore soak since a crit needs to do something.

 

Here is the question is there a rule anywhere that says how to resolve crits with stun? If there isn't how have you guys dealt with it?

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The table is a pretty good reference for mechanical effects, but if the results of the roll just don't make sense or simply can't be construed to make sense (e.g., your opponent falls and cracks his head on the duracrete steps beneath him), just lower the result on the chart to a more appropriate Critical Injury. This makes stunning a slightly less desirable option, which apparently for many gaming groups is a good thing :-D

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Both GM and Players have been using it to not kill people. The PCs so they can get information from NPCs the GM because the couple of NPCs using it were trying to take PCs captive. It hasn't been used to get around high wound thresholds, none of the players have high soak or wound threshold, and with a few exceptions alot of the nemesis or tougher adversaries have had well rounded thresholds. Though I do like the idea of using the exsisting table with some alterations.

Edited by Tanarri

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You can also use the table along with "threat" or "despair" to add complications.  If they are trying to take someone alive, and it would complicate, but not derail, their efforts to have him not survive, then a GM could spend negative results to trigger an actual critical result.  On a stun setting, it may not actually "kill" the character, but still render him useless for the duration.  It's even reasonable that a result of "dead" means "dead," as the shock to someone's system could cause cardiac arrest.  But on simpler terms, it could just mean that the character is knocked unconscious and cannot be revived at any point in the near future.  

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You'd be well within your prerogative to make up new Critical Hits that come from stun damage. That seems in line with the intent of the rules.

 

I was not listening to an Order 66 podcast yesterday where they discussed the concept of Social Combat, using the Structured Time rules, Initiative order and the various Social skills like Charm, Coerce, Deception, Negotiation and Leadership to engage in a round-by-round social interaction, with social "attacks" potentially causing strain damage.

 

They discussed the concept of "Social" Critical Hits, and how they'd be different than regular combat, saying you could either make them up on the fly or actually prepare a Social Crit table.

 

This seems like a similar concept--if it comes up often it might be worth mocking up a new table that works better for Stun Crits, otherwise improvise in the moment.

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If we go with critical hits how long would they last? Would it just wear off or would it need to be healed by a doctor or the tank?

I was AFB on my first post.  Looking at the table now, here is what I would use.

 

The game effects that impose penalties will work the same, but with different descriptions, representing a shock to the nervous system (or circuitry in droids).  Results like "maimed' or "crippled" would instead be spasms, convulsions or complete numbness and loss of feeling.  All durations short of "permanent" would be the same. If the duration says "until healed" I would let a player make a Resilience check after the encounter to shake off the effect, using the same difficulty as listed.  A "permanent" result would generally be for the duration of the session, or scene, whichever makes sense. 

 

For purposes of multiple Criticals, the Crit Stun would remain listed as a Critical Injury until "healed" again allowing one Resilience check at the end of the encounter.  Then a medical attempt could be made.  Regardless, if it's an effect on a player character, I would probably let it expire after the session (if you normally refresh Strain at that point) or in game if the character has time to fully rest.

 

If it's an NPC that the players want information or some form of action from, then the encounter doesn't necessarily end just because combat is over.  For example, if they want to question a guard for security codes, and the GM used threat and despair to activate a critical result, the "encounter" is still going on, perhaps until another patrol shows up.  This would mean the players need to revive the guard medically before they can question him.   

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