I get where people are coming from, the point I'm trying to make is to drive home is what Harry says in the margin of Your Story.
Super-strength is no joke. In the comic books someone can get tossed around or battered by a guy who can bench press a car and not end up in traction. The truth is, if something supernaturally strong gets its hands on you — you’re dead.
Yes I realize this is very similar to the often asked question regarding magical use and law breaking, and I agree I should have compelled an aspect if the guy's death seemed the most "within the realm of reason" result. I'll also note that the fact that such questions come up a lot is a sign that it is something people often need help in...
As for "pulling one's punches" I understand completely, and if he had said before attacking that he wasn't intending to attack with something hard enough to kill then I would have asked him how much of his strength bonus he wanted to use. But when you punch as hard as hitting someone with a car and you are aiming for someone's face... there's a good chance there's gonna be grey matter to clean up. At the same time if you are trying to hold back then it's less likely you'll take them out. If you play with knives, someone's liable to end up cut... if you play with battlefield weaponry, someone's liable to end up dead.
Another aspect of this was the lack of any good story telling, if I said that the thug was taken out and he went on to give a narrative like sinker's example then everything's well and good, but when all I get is "I punch him in the face" and "No kill, just knocked out." then there's a disconnect between what's happening mechanically and a logical, reasonable conclusion to the exchange. If there's some explanation of how the stress is inflicted without the lethal attack landing I don't have a problem with it, but I need an explanation... I need to tell my players,
"Help me tell our story in a way that makes sense."That's an aspect I intend to tag at the start of our next session...
After all, to me it's not really a question of who's right and who's wrong, it's a question of "this is an area of our collective story-telling that is poor" and "how can we improve it?"So, thanks for the suggestions for those that offered them, and meh to those just playing the blame game.
/.-, VV