Does anybody else have this issue with their PC? We have played several adventures in the campaign where the “big bad” is essentially a giant “god-like” critter whose attacks inevitably have the Qualities of Knockdown and Stun. However, right in the description of each of those, and specifically those two qualities, characters may simply ignore both, regardless of how god-like the Nemesis “big bad” is, simply by adding +1 DOOM for each effect.
Two days ago this out of the “Vultures of Shem” adventure:
The Ghoul King, Saadan, and the Unspeakable Abomination, Mordiggian, (both Nemesis) are standing against the party and they have them on the ropes (half the party fled to protect the princess, while the three fighters stood alone against the foes… very Conan!), two of the fighters are each down 2 Wounds and spent FP to ignore the negative effects. Saadan scores a massive blow against one of the fighters, rolling 7 damage dice for his Iron Club, with 3 Momentum. The damage after Soak was only 4 points of Vigor, but the roll included 3 “effects” which should result in Knockdown 3 and Stun 3 (both qualities for the Iron Club) … but the player’s response is simply "Take 6 DOOM and I ignore the effects."
So, when I spent the Momentum for another attack with Saadan’s “Clawed Hand”, the PC (still standing and not staggered due to simply adding DOOM) told me to take another 5 DOOM so he could attempt to parry that attack as well (2nd parry and +3 d20). He parried, of course, then was able to RIPOSTE (+3 DOOM @ +3 d20, +1 DOOM to RIPOSTE). Saadan parried (-1 DOOM, -3 DOOM for +3d20) and failed (got only 4 successes to PC 6 successes), and Saadan went down like a lump of clay taking his 3rd and final WOUND.
GROSS DOOM GAIN in 1 turn = 1 (1st parry) + 3 (+3d20) + 3 (avoid Knockdown) + 3 (avoid Stun) + 2 (2nd parry) + 3 (+3d20) + 1 (riposte) + 3 (+3d20) = 19 DOOM gained.
DOOM SPENT in 1 turn = -3 (+3d20) -1 (2nd attack, dual armed) - 3 (+3d20) = -7 DOOM.
NET = 12 DOOM; but NEMESIS is dead.
There is no reason why a PC would NOT add the DOOM to avoid being Knockdown and Stunned (losing Guard and the ability to defend himself) … because there is no cost to doing so at that point, nor any chance that it won’t happen (100% chance to avoid both).
I may implement this house rule instead:
“The character may ATTEMPT to avoid the results of Knockdown (or Stun). Make a D"X” Resistance Test, where X = the number of “effects” rolled. The character may spend Momentum, DOOM and/or FP within normal limits of the rules to “Create Opportunity” in the attempt. Even if the character fails to avoid the results entirely, the results are reduced by the number of successes obtained by the character." Result of Stun 5. Resistance is 3 success. Character is now Stun 2.