by Doc_Nova » Fri Jun 22, 2012 9:46 am
Death is possible by the mechanics, just not something that is going to happen on a typically bad roll.
Using the Clor vs. Goliath thing, taking it from a mechanics POV, the Watcher likely has a decent Doom Pool, possibly adds a die or two to beef the attack pool even higher, rolls well, spends some more doom to make sure the total is crazy high and sits on a base d12 stress.
With the ball in his court now, Goliath rolls and, as indicated by the panel in the comic, his defense was, essentially, nonexistent, so it's a bad roll. Every 5 points in the attacker's favor here adds ever increasing stacks of Extraordinary Success. Each one of these steps up the effect die. Yes, we'd need 6 Extraordinary Successes, so we'd have to beat the reaction by 30 or more, but it is possible. Made even more possible if both Watcher and player are in agreement narratively (thus the player avoids boosting their roll via PP, etc.)
It is even more likely and far easier to attain if we really meta the situation and see Goliath as an NPC which the Watcher merely dictates as "dead" to make things really hit home. Likewise, if the player wanted to step up the drama, they could see a massive roll and see an opportunity (narrative, not mechanical) and merely describe heir resulting death.
This system doesn't take the edge off drama, it takes the edge off death. Death is a narrative option. Loss and failure, however, those are plentiful and readily existent.
Personally, I like things set up like this. Long ago I came to the determination that PC death was counter-productive. It removes a player from actively contributing. It also let's the character off the hook -- they cannot be affected by the drama any longer, they're dead...the drama is done for them!
And, as a correlation to the comics, death is far from random, it is entirely planned when it is it's most meaningful and has the greatest impact, even if it seems sudden and "random".
Plus, if the players are in for the story and drama and excitement, tension isn't about dying its about failing in their goals and expectations, it's about dramatic reveals, turns of events. This is, of course, totally in my opinion and can be discounted entirely as it is based off my own gaming experiences and might not mesh with yours.