These moments of influencing the final outcome of a game should be rare in the horrific reality of the 41st millennium where life is cheap and there is no hope.
It's probably controversial, but there are some sane arguments for it.
While Warhammer 40,000 is the grim dark future, "hopeless" is not necessarily the reality for Inquisitor characters. They're momentous heroes and infamous villains, many of them more than human (or less than!).
Ultimately, the important question is "is it going to be more fun?". From my experience, characters getting put out of the game early on generally isn't wildly fun (from either side of the table - to the point that I often find myself not attacking because the game will be less interesting).
Yes, it's good when a player improvises through adversity and even better if they actually pull it off, but missing a character for several turns and then getting them back injured is still quite adverse, even if it's deliberately steering clear of dire.
I'm not sure about it myself, but that's why I think it's probably worth (some) play-testing. The V0.2 draft has a few such experimental elements because I'd rather test slightly outlandish ideas and ditch them
if they don't work, rather than dismissing them all out of hand.
If I had to guess, I suspect the ultimate answer will be to split the difference - no recovery while unconscious, but allowing characters to help allies recover from out of action (as, at present, the letter of the rules is that recovering from either system shock or unconsciousness is only possible via True Grit).
On the note of healing, but this time intentional first aid (as opposed to passive end of turn recovery), I think this should probably be changed to an Sg test. Being a tough bastard doesn't mean you'll know how to apply a proper tourniquet.
A hard cap on stunning of 3 combined with always taking the higher result is the way I think that one should go.
That's possible. If combining both ideas, the cases of stunning I can think of from 1st Ed that can exceed three turns in their own right aren't that common in game...
- Falling damage
- LRB Graviton guns
- RIA Photon Flash
- Stun toxin
- Choke (the psychic power, not the toxin*)
- Psychic Shriek
- Vortex of Chaos
- And probably some from articles, but even I can't remember every rule off the top of my head.
(* The toxin stuns one turn at a time, like Bloodfire or the Mesmerism psychic power, so wouldn't really count).
... but as I'll be revisiting some of those anyway, I'd say it's reasonably viable. Even if such attacks could no longer stun for more than three turns, they'd still have a considerably increased likelihood of doing so. Or, if necessary, certain things could be made specific exceptions.
System Shock... I think seeing how this stands up to playtesting is needed. My initial feeling is that by making everyone test at 10 damage, we are going to see a lot more dice rolling breaking up the flow of the game.
Dice rolling itself is not that time consuming. Deciding what you need to roll... that can be:
GM: "11 damage. Is that enough to cause system shock?"
Player: "I don't know."
GM: "Well, what's your system shock value?"
Player: "Erm... no, wait, that's his knockback... Ah. 12. How much damage was it again?"
GM: "11 damage. So no."
Alternatively, what you get is:
GM: "And that's 11 damage, take a system shock test."
Player: "34. Passed."
10 damage is still a moderately large amount of damage to take from one hit (at least after armour), so it's not like we'll be seeing it on every single attack. (And some characters are already testing at 10 damage or under anyway). And given it's already following all of the location rolling, damage dice, table consulting, character sheet updating and such necessary for having taken that much damage anyway, the extra dice rolling is very unlikely to be what affects the game. My concerns are more regarding how it will impact the hardiness of characters.
As far as the complexity, what I am open to is being talked out of the modifier for a low injury total (in which case, the current plan is to just turn all system shock tests into a flat +10 modifier*). For the same reasons as I talk about for out-of-action recovery, I'd like to see how the more complex version plays though, rather than going straight for the dumbed down version.
*Both because I want to make low toughness characters slightly less likely to faint at the sight of blood, and also to compensate high toughness characters for the fact they'll be taking more tests.
We do need to do something about risky actions. Being high speed making them more likely just doesn't seem right. Perhaps speed 5+ characters could discount each 1 rolled if they roll 5s or 6s instead of just 6s?
Well, that's where the RIA hazard system comes in.
Hazards are based on the units die of the D100 roll (or for those skills that don't require a test, a separately rolled D10). Something might be described as Hazardous (9+), in which case it'll trigger on units rolls of 9 or 10, for an overall 20% risk.
This is moderately tunable (coming in bite-sized chunks of 10%), but I'm even patching together a mini-hazard system (although I'm still hunting for a better name than "mini-hazard"...) that only triggers on rolls of 91-00 for when there's a need to juggle smaller percentages.
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EDIT: Can I also note that I could do with more feedback if people want to be able to be playtesting this in July!