QUOTE (Blade @ Aug 19 2008, 09:47 AM)
Seriously, I'd consider that shooting someone in the head at point blank range or slitting his throat is instadeath in most cases (excluding the use of edge, cyborgs, trolls and so on).
The same way you don't ask for a roll when someone casually drives a car in standard traffic situation, you don't ask for a roll to hit someone in the head at point blank range and you don't ask for a roll to survive a bullet in the brain.
Well, there's people who have survived headshots, even at pointblank range.
Ruleswise, i'd handle that with the hand of god use of Edge, though, so you have already excluded that.
But besides that, yeah, it's one of those situations where you don't really have to call for a roll, as rolls are there to resolve uncertain situations.
As far as a slit throat is concerned, it certainly isn't instadeath, as you die from bleeding or suffocation, which takes time (not much in that case, though).
You're pretty hosed when someone opens up both of your
jugularis blood vessels, but with healing magic, you might have a chance if the mage reaches you in time.
I'd handle that with a called shot and modified base damage (full instead half strenght probably?), followed by massive bleeding damage (based upon the severe wounds optional rules in
Augmentation).
Doubling or even trippling the damage (depending on knife size and sharpness) also comes to mind, either before or preferrably after the attack roll.
Yes, in this case, i'd call for a dice roll on the attackers part.
Probably allowing a melee application of take aim, plus other modifiers, but cutting a throat takes more than just pulling the trigger of a gun.
Also, many knives are built more for stabbing than slashing and so on.
Therefore, that's a situation i wouldn't simply handwave.
Note that my suggestions on how to handle this ruleswise are just a spontaneous brainstorming, naming all possible mechanic effects that come to my mind.
Applying all of them would probably also lead to instadeath- but then, i can certainly imagine a STR 10+ troll decapitating someone with a kitchen knife.
QUOTE (Skip @ Aug 19 2008, 04:57 PM)
I agree with you for the most part. The thing is I find people tend to forget they can think in these situations until you train them otherwise. If every game you ever played had gunplay as the solution to every encounter, why would you talk? Especially with a new or younger group, you find they don't realize just how flexible having a GM is. As the GM you are not beholden to the rules, nor are the players forced to play the game on rails. Some of the most fun you can have as a GM or player is when the gameplay goes "off the reservation" so to speak.
The key is to have open communication between the GM and players. Make sure everyone is looking for the same style of play and knows they will be rewarded for playing the the style you all agreed on. And do reward the players that make the game fun. Punish OOC roleplaying, player grandstanding (if it is in character the PC can grandstand all he likes), rules lawyering, or generally making the game feel like work.
There's some points i'd disagree with, but the whole part about communication is crucial.
I was fortunate enough in the past to mostly come across groups with very similar preferences and our games worked out fine most of the time, but that can hardly be taken for granted.
Plus, the whole part about getting the players to think for themselves and come up with creative solutions is spot on.
Many gamers nowadays seem to be lacking in that respect, either because they are conditioned to being railroaded or to have a rule for everything in the book.
That's what i love about old school RPGs like the first editions of D&D or TDE, they are so flexible because they have realy simple mechanics that don't even try to be complete, but encourage making up tests on the spot by calculating plausibility of success.