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Post by ericfromnj on Oct 16, 2015 10:36:38 GMT -8
OK, so I am not getting critical hits at all. Or I don't understand the significance of them. Or both. Part of this is when I try to read I keep getting Legos shoved in my face. However, I am going to try to run EOTE soon for a few players (only one of us has a small amount of experience with the system).
I need coffee...
I also tried going to FFG forums but they have SIX DIFFERENT STAR WARS SECTIONS. There is no general section to just look this up. I like you people, even when I feel like being an asshole, so I am going to ask here.
Anyway, as far as I can tell, you get a critical hit if you get as many advantage symbols as the critical hit rating of a weapon. You also get a critical hit when the damage adds up to the wounds. I think either way you go down, but I am unsure.
Please help....
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Post by mook on Oct 16, 2015 12:08:04 GMT -8
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Post by ericfromnj on Oct 16, 2015 12:38:25 GMT -8
Mook, not exactly but it helps on a completely different level of stuff for me, so thank you.
I guess I will try to go through the EOTE forum you were on, since maybe being the first game it answered the most basic questions. I got on their site and there were six different Star Wars folders and I had no clue where to look - for anything...
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Post by ericfromnj on Oct 16, 2015 13:26:20 GMT -8
OK, I think I have some direction...why did I agree to run this? It looks so pretty...
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Post by Stu Venable on Oct 16, 2015 14:10:59 GMT -8
From my last read, players "spend" their advantages (whatever they're called -- the good things).
Weapon stats tell you how many they need to critical. I haven't run it yet, but that's what I'm remembering (between also reading Mage20, Spirit of '77, etc.)
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Post by gurpsdelver on Oct 16, 2015 14:11:02 GMT -8
OK, I think I have some direction...why did I agree to run this? It looks so pretty... Eric? Do you still need help? I can help you if so.
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Post by ericfromnj on Oct 16, 2015 18:38:39 GMT -8
I will take all the help I can get
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Post by gurpsdelver on Oct 16, 2015 20:42:33 GMT -8
I will take all the help I can get Well, I'll do the best I can. Let's see. First, virtually every weapon has what's called a critical rating. Critical ratings are listed by a number. The lower the number, the easier it is for a player to activate a critical hit on a target. Most blasters, for instance, have a critical rating of three. This means when a player rolls their attack pool, if they succeed in hitting the target, they can refer to the number of 'advantages' they've generated on the dice. If a player with a blaster pistol and a critical rating of 3, generates at least three advantages in his dice pool (again in addition to actually rolling at least one success), they you can spend those three advantages to generate a critical hit. A critical hit can effect NPC's in different ways. 1. Minion Groups: A critical hit against a minion group will kill 'one' minion in a group outright, no damage roll needed. This means with a good critical and a high success roll, it's possible to kill multiple minions in a group with a single roll. 2. Rivals: Critical hits effect rivals normally. In that if you roll enough advantage on a successful weapon hit to activate a critical hit, you simply refer to the critical hit table, and roll percentile dice. 3. Nemesis: Again, Critical hits function as above for Rivals. 4. PC's: Critical hits function as for Rivals. CRITICAL HITS: Q: Do Critical hits listed on the table that say they last only or an encounter, or specific turn end after the turn or encounter? A: While the effects end in the way listed for each critical hit, the Critical itself 'remains' until healed by a medical check. Example: Dash Rendar is fighting a stormtrooper in an alleyway. The stormtrooper takes aim and successfully strikes Dash with his weapon and rolls enough advantage (in the stormtrooper's case it's 3) to activate a critical hit on Dash. The stormtrooper gets lucky, and rolls a 25 on the critical hit chart. 'Off-Balance', which adds a setback die to Rendar's next combat check. The difficulty of the Critical Hit is an easy difficulty. Even though Dash get's no further set back dice to his rolls past his next roll .. he still carries a critical injury. This includes after this encounter. He carries it until he gets medical attention to heal it. Until then he's at a disadvantage to any other critical hits he takes. What this means is .. the next critical hit the stormtrooper (or any other enemy until that critical wound is healed), gives him, receives a +10 bonus to the roll on the critical chart. This increases with 'EACH' critical hit a character takes. So, if the character took a second critical hit .. the roll on the critical table would be +10 .. a third Critical hit .. and the roll on the critical table gets +20 added to it. And so on and so on .. until the critical hit is so high that the character can potentially drop dead. Q: Can you activate a critical hit with a weapon multiple times in one attack? A: Yes. If .. you're able to generate enough advantage on a successful attack roll to activate your weapon's critical hit twice or more, you can absolutely inflict a more potentially damaging critical hit. The way this works is, when you activate the critical hit twice, you get a +10 to your roll on the critical hit table .. if you were to roll 9 advantage (Quite a feat!), you could roll on the critical table with a +20 bonus to your roll. Example: If you were to use a weapon with a critical rating of 3, and generated 6 advantage, you would add +10 to your Critical Hit chart roll. Q: Is there anything that can add to a critical hit roll on the chart besides multiple activations of the weapon's critical hit number? A: Yes. Some weapons have the 'Vicious' quality (listed under the weapon's qualities). Vicious is listed as a number. The number of vicious levels that a weapon has adds to any critical hit you make with a weapon. Some Instances of weapons with the vicious quality include the Vibro-Axe (Vicious 3, which adds +30 to EVERY critical hit, on top of the normal rules about multiple critical hits), and the Disruptor Rifle (A whopping Vicious 5!). Healing Critical Injuries A critical injury, as explained above, persists on a character, even if the specific drawbacks of that Critical Injury may not. Healing a critical Injury requires a successful medicine check against the difficulty listed next to the specific critical injury on the critical injury chart. Difficulties ranges from Easy (one purple) to Daunting (four purple). If you have any further questions about Critical Hits/Injuries, please don't hesitate to ask.
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Post by Deleted on Oct 16, 2015 21:52:44 GMT -8
Don't forget that a triumph can be used as a critical as well. Other than that you guys covered it all.
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Post by ericfromnj on Oct 17, 2015 5:59:45 GMT -8
OK, so say you get three critical hits from a lucky blaster roll. Do you roll three times at +20; one time at +20 but you have three critical hits; or one time at 0, one time at +10, and one time at +20?
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Post by ericfromnj on Oct 17, 2015 6:00:24 GMT -8
From my last read, players "spend" their advantages (whatever they're called -- the good things). Weapon stats tell you how many they need to critical. I haven't run it yet, but that's what I'm remembering (between also reading Mage20, Spirit of '77, etc.) Stu, How the fuck can you be reading that many different systems without your brain exploding?
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Post by mook on Oct 17, 2015 9:48:40 GMT -8
Stu, How the fuck can you be reading that many different systems without your brain exploding? Ha! Agreed... I can barely keep "GURPS with everything turned on simultaneously" in my noggin. Whenever I try to cram too much Fate in there, I forget how to tie my shoes.
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Post by daeglan on Oct 17, 2015 14:52:59 GMT -8
Oh one thing you cannot have a crit unless you have at least one damage beyond soak.
Crits are the real damage in this system.
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Post by joecrak on Oct 18, 2015 8:32:29 GMT -8
OK, so say you get three critical hits from a lucky blaster roll. Do you roll three times at +20; one time at +20 but you have three critical hits; or one time at 0, one time at +10, and one time at +20? I've been through this. As written, if your attack roll happens to score multiple critical hit's then you roll on the Critical Hit chart once. For each additional Crit you dealt, you add +10. So 3 Critical hits would be one roll at +20. If the target already had 2 critical injuries, then the roll is now +40. Weapon is Vicious: +50 You have a two cool talents that gives you +10 to critical injuries that you cause: +70. In that scenario, the odds of the target surviving are slim. edit: But you need the advantage or Triumph. I have a character with a Vibrorapier (it's super modded), that ignores 7 armor, and Crits on 1 advantage. I have never once gotten enough advantage to roll a Critical hit.
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Post by Deleted on Oct 18, 2015 21:36:58 GMT -8
My experience has been that crits rolled on the chart are very anticlimactic. Many of the criticals only last for the the combat and effect things you likely won't do in the combat. Against villains they are especially disappointing as a system. Against minions they are overly effective, taking out minions for free. Against rivals and up they almost aren't worth tracking or can trivialize a fight. Other than the few combat worthy criticals, they only matter to the players as a metric of long term damage.
In short I feel like the wound and critical system (which can't really be separated) are poorly done in this line comparatively with WHFRP 3rd (where the narrative dice system for FFG got its start). For anyone with both systems it might even be worth it to try and integrate WHFRP's wound cards.
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