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"Less Than" Damaged
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Dr. Bidlo
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Joined: 24 Nov 2021
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PostPosted: Sat Dec 18, 2021 2:49 am    Post subject: Reply with quote

CRMcNeill wrote:
Dr. Bidlo wrote:
I prefer a simple cumulative -1D penalty to all actions for each hit that causes no damage. It well reflects the minor pain and distractions caused by a light hit without being overly punative. It also allows multiple shots to effectively suppress a tough character in a reasonable way. Note what I am proposing is different than a 'stunned' result because it only last the current round and does not have the ongoing affect that requires resting for a minute to avoid falling unconscious if they are stunned more times than their Strength attribute.

I like the simplicity of it, but I do think there should be a threshold below which the target can shrug off hits without effect. Failing the Damage roll by more than 10 points sounds like a decent starting point.


Agreed. I intended to exclude the rolls that exceed the damage by 10 points, but I see I didn't in my response.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Aug 09, 2023 8:44 pm    Post subject: Reply with quote

So, based on what came up here, I'm giving this a bump. I think my updated version is moving in the right direction, but it doesn't quite go far enough.

I'm thinking of getting rid of the mandatory "if you're Wounded, you fall to the ground and take no further actions that round", and replacing it with a chance to save yourself and stay upright if you pass a Running / Agility skill roll. The Difficulty for the skill roll would start at Moderate for Stunned, then Difficult for Wounded, then Very Difficult for Wounded Twice. Incapacitated and Mortally Wounded would remain unchanged. This is in addition to the Agility check rule described in the above link, and still subject to any penalties from Wounds.

I also plan to apply this rule to Vehicle and Starship Damage, but wouldn't start to kick in until the ship actually takes damage (not sure where on the Damage scale I want to apply this yet).

Any thoughts and suggestions?
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CRMcNeill
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PostPosted: Tue Jul 08, 2025 9:28 pm    Post subject: Reply with quote

Giving this a bump on account of pakman's related topic.

I'm not a huge fan of the mandatory "falls to the ground and can take no further action this round" rule, so I decided to update the OP rule by giving characters the option to save against being knocked to the ground, with the Difficulty scaling up as the Damage level increases.
    Strength Roll > Damage Roll by # = Result

    5-10 = Jostled. Character isn't hurt, but suffers a -1D penalty to their next action.

    1-4 = Staggered. Character isn't hurt, but must make an Easy Dexterity or Agility (Running) Check. On failure, they fall to the ground and can make no further actions that round.

    Strength Roll < Damage Roll by # = Result

    0-3 = Stunned. Character suffers a penalty of -1D to skill and attribute rolls for the rest of the round and for the following round. They must also make a Moderate Dexterity or Agility (Running) Check. On failure, they fall to the ground and can make no further actions that round.

    4-8 = Wounded. Character suffers a penalty of -1D to skill and attribute rolls until they heal. They must also make a Difficult Dexterity or Agility (Running) Check. On failure, they fall to the ground and and can make no further actions that round.
Obviously, if a character is Incapacitated, Mortally Wounded or Dead, they don't have the option of staying standing, so all other results on the Damage Chart are unchanged.

Thoughts?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Wed Jul 09, 2025 1:04 am; edited 1 time in total
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Ziz
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Joined: 26 Feb 2022
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PostPosted: Tue Jul 08, 2025 10:10 pm    Post subject: Reply with quote

Just to see if I understand the strength/damage math you're talking about...

SR=12, DR=9 - difference is 3 - character is stunned.

SR=12, DR=3, difference is 9 - character is jostled.

Right? Or do I have it backwards?
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CRMcNeill
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PostPosted: Tue Jul 08, 2025 11:21 pm    Post subject: Reply with quote

To be clear, the Jostled and Staggered results come into play if the target beats the Damage roll by 10 or less. They aren’t “Damaged”, but they don’t just ignore the hit completely.

So, to use your example, if the target rolls 12 Strength against 9 Damage (Difference of 3), they are Staggered (not Stunned), and if they roll 12 against 3 Damage (Difference of 9), they are Jostled.
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Whill
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PostPosted: Wed Jul 09, 2025 12:59 am    Post subject: Reply with quote

CRMcNeill wrote:
...Thoughts?

I think that would probably work fine, a good option for GMs who feel this nuance is needed in their games. For me, the existing mechanism of the movement rolls (as they are affected by wound statuses) determine movement failures outside of 'fall prone' results (which I am ok with ending movement).

It seems that my damage system is closer to RAW, but there are tweaks. I categorize all characters into Important Characters, and Mooks (which includes creatures). The two types have slightly different definitions of each wound status, with slightly different accumulation rules in some cases. Neither character type falls prone for stunned, as in RAW.

Important Characters may choose to fall prone or not for wounded (the first wound). For heavily wounded (the second wound), they fall prone. For incapacitated, they also fall prone but have a chance of staying conscious with a willpower check.

Mooks fall prone on wounded, and they skip heavily wounded (so if they get wounded a second time, they go straight to incapacitated.) Incapacitated Mooks fall prone without the option to remain conscious.

Other wound system tweaks include: some different numbers in my chart, reduced maximum speed levels for each wound status, tweaked mortally wounded rules (plus Mooks skip mortally wounded and go straight to killed), conditional minimum damage, the Severe Injuries rule, and an enhanced stun damage track.
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Ziz
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PostPosted: Wed Jul 09, 2025 10:35 pm    Post subject: Reply with quote

CRMcNeill wrote:
To be clear, the Jostled and Staggered results come into play if the target beats the Damage roll by 10 or less. They aren’t “Damaged”, but they don’t just ignore the hit completely.

So, to use your example, if the target rolls 12 Strength against 9 Damage (Difference of 3), they are Staggered (not Stunned), and if they roll 12 against 3 Damage (Difference of 9), they are Jostled.


OK, so...
SR beats DR = jostled/staggered
DR beats SR = stunned/wounded
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pakman
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PostPosted: Sat Jul 12, 2025 7:02 pm    Post subject: Reply with quote

Late to this party, but as always CRM - a lot of great thoughts in there.

Less than Damaged
Regarding the less than damaged - I created a condition called "Distracted".
I find it is useful for situations where a wound or stunning did not seem to fit.

It has a penalty of -1D to all actions, and expires at the end of the next round after accrued. (We play in person, and I have status tokens that you flip at the end of the round - don't even have to write anything down).

We have a lot of house rules relating to ways to affect characters (other than shooting them with a blaster) - such as hindering or interfering with a foe (with a lot of creative opportunity) along with some social attacks that can result in an opponent being distracted. It is an incredibly useful condition - clean, and consistent.

Knock down and wounded.
I too mulled this one over, and as part of my Damage overhaul (inspired by many here - including CRM and Whill) and did something similar in my Damage overhaul.

Without going into the weeds (and not needing a chart) - what you can do is if a character Takes a wound - have them make a Stamina Check against their accumulated condition penalties - or they are Distracted.

Or just make the save vs. the damage to not be Knocked down if you don't like the distracted mechanic.

(I call such things Saves - as they do not require an Action to take, contrary to say an Opposed Action check).

By just using the Damage vs. a Stamina Check - you don't need a chart - automatically the higher the damage - the higher the stamina check.

Maybe some of this will be useful.
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