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Plot Armor: Difference between revisions

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** This is still true as of the game's ''fourth'' edition, which also (a) gives starting characters (though, to be fair, standard monsters as well) rather more hit points than ever before and (b) introduces the concept of 'minions' -- adversaries that [[Red Shirt|specifically exist]] to be taken out by [[One-Hit-Point Wonder|the first hit]] to be scored against them and thus explicitly lack any plot armor whatsoever.
* In ''[[GURPS]]'' there's an option to play a "cinematic campaign", which basically allows the DM to run the show based on [[Rule of Cool]]. Characters start out with ''twice'' the normal point allowance (and they're considerably more badass than ordinary people to begin with), they get special bonuses in combat, and they can save an unspent character point or two to shake off a bad injury as "just a flesh wound."
* ''[[Warhammer 40,000]]'' there'shas a rule on this that varied with time, but generally the [[Hero Unit|Independent Characters]] thatwho join an unit cannot be hit (other than by area attacks or snipers (and even then with a roll for someone else [[Taking the Bullet]]) until the rest of the unit is eliminated, unless they are the closest model to the attacker; or (depending on the edition) in a more generic variant the controlling player chooses which models in an unit take hits (the purpose is that those with specialist weapons cannot be picked off easily).
** Invulnerable saves in ''[[Warhammer 40,000]]'' and Ward saves in ''[[Warhammer Fantasy Battle]]'' are usually justified as superior agility, magical wards, or force fields, but for some people they are explained as luck or fate.
* The newer d20 ''Star Wars RPG'' has "Force points" which can be spent on temporary bonuses.
** The older Revised Edition d20 ''Star Wars RPG'' had vitality points to represent hits as tiring near-misses, and critical hits could very well kill you since they bypassed them.
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* West End Games' old ''[[Star Wars]]'' RPG had this trope codified in the rules. No matter what else happened, you would rarely die. They called it "Script Immunity" and a number of people still identify this trope by that name.
* ''[[Heavy Gear]]'' uses a system that rates [[NPC]]s by chess pieces, to help GMs to maintain the [[Metaplot|continuity]] of the overall [[The Verse|fiction]]. Pawns are considered [[Nominal Importance|nameless extras]], who are [[Red Shirt|completely expendable]], while the fates of Kings, Queens and Rooks are important figures, who are [[Immune to Fate|intrinsic to historical events]]. This is completely optional, as many players prefer to play the game in [[House Rules|their own way]].
* ''[[Warhammer 40,000]]'' there's a rule that varied with time, but generally the [[Hero Unit|Independent Characters]] that join an unit cannot be hit other than by area attacks or snipers (and even then with a roll for someone else [[Taking the Bullet]]) until the rest of the unit is eliminated, unless they are the closest model to the attacker; or (depending on the edition) in a more generic variant the controlling player chooses which models in an unit take hits (the purpose is that those with specialist weapons cannot be picked off easily).
 
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