GypsyComet said:It's been discussed before: http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=36857
It's being discussed now: http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=50272
Leaving aside the argument part of it (whether or not the game is "too lethal" or "not lethal enough"), what are some approaches for stepping the lethality up or down that would be easy to implement without doing too much violence to the game as published?
The fastest and most realistic way is require a Saving-throw every time a character takes damage. To be brutally honest amount of damage is mostly an illusion, it what is damaged that really matters, coupled with the over-all physiological state when the wound occurs. Amount of damage only increases the chance of inflicting said critical injury.
Arguments about specific weapon system damages are kinda pointless until you decide on the metric you are going to use to evaluate how they do damage. TNE and GURPS used penetration as their core metric of how much damage a weapon system does. With any secondary wound characteristics worried about after the penetration vs. armor equation is worked out.
With this I would require a endurance roll for every wound inflicted to remain standing on top of the current system. With a medical roll to figure out if the inflicted character is Dead, Bleeding out or just unconconscious.