The one thing missing from this conversation so far is what the impact of wounds actually is and what the risk of death truly is. To die in the game requires the following:
1. Vanquished by wounds 2. Failing the TN 15 stabilization roll
The Stabilize spell can be used when a character gets dropped by a wound as a push action, if it's available. The character can make the stabilization roll. Alternatively, a Fate point can be used to automatically make the TN 15 stabilization roll. All characters will have at least 1 Fate point, most likely 3 or more with shirts, spells and talents.
There's also an optional rule at the back of the Codex of Heroes to avoid death by taking a permanent flaw related to the wound taken that would kill the character. This could be missing an arm, missing an eye, Lame or possibly a Phobia. This option would kick in after the other options were exhausted. For a player that wants to be heroic and still live, there are multiple ways to be wounded and stave off death.
My understanding is that unless there is a way within a mod to heal a wound, wounds are at least healed between mods.
So, what's the impact of wounds in a mod? Each wound imposes a -1 penalty to all action skill rolls until healed. A TN 25 Mettle check allows the character to ignore the effects of the wound i.e. penalty. A character may also spend a Fate point to ignore the effects of wounds. You can also use the wound as an opportunity for RP outside of the combat as it carries on. It makes the combat feel more real. Think of how heroic a character will seem starting at 3 wounds, down 2 and risking being dropped by wounds but refusing to give up. As I mention above, there are ways to avoid dying. It can certainly ratchet up the tension in a combat though.
How many wounds does an average PC have? At a Vigor of 3, a PC has 3 wounds available to them (2 for passive +1 for Massive damage rules being in effect). At a Vigor of 5 they have 4 wounds available to them. As such, even a couple of massive hits won't risk a character's death unless they have a Vigor below 3.
So how likely is it that a PC will die? Take as a starting point the BI from Origins. There were 62 characters present under the rules and a lot of wounds handed out. Over the course of the BI my character took 7 wounds and I heard of another taking 11. With that and the other wounds dealt, there was only 1 character death. In that case as Henry as stated, the Player chose to not to spend a Fate point to prevent the character from dying. The risk was certainly there and trust me I definitely looked up the rules for dying as my character got close, but no one died who didn't choose to. It may be that when the character died was an ideal heroic moment.
I've played or GMed 3 mods since Origins. We've used massive damage rules in every occasion. There have maybe been a handful of wounds done by massive damage so far and in I think all cases the dice open ended. They have sped up combats a bit and added a bit of additional urgency and sense of risk.
When you think of an exciting movie, there is risk and a sense of not knowing how it's all going to work out. When you think of an exciting story - your story - through a mod, knowing that you escaped death again is more exciting than say a sporting event.
As I detailed above, there are ways to avoid death already available (spell, stabilization check, fate point expenditure) and easy to add (permanent flaw).
This feels like a net improvement with some risk, but risk that can be mitigated.
Based on past BI experience massive damage seems to be the norm for them, even if it isn't used in standard mods. I can't imagine they will change that. They are Battle Interactives. A player can always design a character specifically for play in BIs if the one they normally play isn't a good candidate for them.
I hope this helps provide at least a common point of reference for continued discussions. If I've missed something, please let me know and I'm happy to update this write up.
With a sweep of his hat,
Paul
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