Greetings all,
I just had our first real combat in my DFRPG campaign
Troubled Waters and it got me thinking, mostly because I want to do things correctly and I've never run DFRPG before.
Say IRL I get stabbed. Getting stabbed sucks. Getting stabbed is painful and messy. Getting stabbed tends to bleed quite a bit. With medical attention a bad stab wound puts you in the hurt locker. Without medical attention a bad stab wound puts you on the coroner's slab.
I understand that when someone does damage to you, you take stress equal to the difference between the attack and defense with mods for stuff like armor and weapon. If you overfill your Stress track you have to take Consequences.
As I understand things stress is a bit like old school Hit Points in that it doesn't represent 'real' damage but rather your ability to avoid being actually hurt.
Consequences on the other hand, are sort of like actual physical wounds, bruises, pulled muscles and so forth.
PC #1 got surprise attacked by
something icky that wanted to eat his face. He is the group's doctor and a mostly non-combatant character who decided to go down into a tight confined space where something was waiting. The rolls were:
Attack: Epic (+7) - Defense: Mediocre (+0) = Epic (+7)
Defender's Armor: Mediocre (+0)
Attacker's Weapon: Fair (+2)
Total Stress: Legendary (+9)
Now, it is my understanding that this will pretty much take out anybody and since this was a critter looking for a meal it wasn't going to play patty cake. The PC starts with 3 slots in his Physical Stress track.
You can take one (or more if you have the stunt for it) of each level of Consequences, which is what I let the guy do. He takes a mild and a moderate, leaving him ONE stress remaining to put on his track ( I assume this goes in Slot 1). With the surprise round over, the combatants roll for initiative and the player ends up with an Average. At this point I am starting to feel sorry for him because his dice hate him and he can't seem to catch a break. I remind him that retreat is an option and I recommend that he GTFOOT (Get the Frack out of There).
The critter continues it's attack. With essentially the same result. This time he remembers that he has Fate points to spend. At first he tries re-rolling all dice, but gets the same exact result. Then he decides to just add 2 to his final total, effectively letting him soak some damage.
When all is said and done he ends up fleeing with one remaining Physical Stress slot remaining and Moderate Consequence. With the amount of damage this thing did to him, I imagine he's bleeding all over the place. It is my understanding though, that if you survive the encounter Stress disappears immediately. After more reading I realized I'd forgotten that the attacker that inflicted a consequence gets a free Tag on it (which is lucky because he'd be dead).
Mild (-2): Horrified (examples: Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted) - lasting for one scene.
Moderate (-4): Chest Slashes (examples: Belly Slash, Bad First Degree Burn, Twisted Angle, Exhausted, Drunk)- Lasting until the end of the next session after recovery starts
Severe(-6): Clawed open Face (examples: Broken leg, Bad second-degree burn, crippling shame, Trauma induced phobia) - Lasting till the next scenario or two to three sessions.
Mild says "Walk it off", Moderate says "get some rest" and Severe says "Go to an ER". So does that mean that the PC is going to keep bleeding? If so, what is the effect of that? In my head I'm envisioning the doc having to sew up his own face or talk someone else through it. If this occurs, does that reduce the level of the Consequence?
Incidentally the critter did get put down by another PC who was nearby. I think I'm going to need to reduce the power level of these things a little and make the one that nearly ate PC 1 a 'boss' creature or something.