>>215922
>>215772
If vitality bloat a problem for you, you can apply the Fragile Heroes campaign quality to halve the PCs' vitality. If NPC vitality is a problem, just reduce the NPCs' Health grades, subtracting an equal number from their base XP. Fantasy Craft isn't supposed to be GURPS where combat is extremely lethal. Characters generally have a linear progression in their number of abilities, and the extra vitality gives everyone time to use the tools at their disposal in a given combat.
That said, when characters start to get shit tons of vitality and enemies aren't hurting them significantly, that might also be a hint to start throwing monsters and traps with scaling damage at them. (High-Level PCs aren't really that suited to fighting "normal" enemies.) Natural attacks and weapons have higher attack bonuses at higher levels but always deal the same amount of damage. Try using monsters with damage-based extraordinary attacks.
Additionally, one of the biggest blind spots people seem to have with RPGs is the idea that combat has to come to an end by one side killing the last of the others. Fantasy Craft of all systems has plenty of ways to avoid the chracters just beating on each other until one side falls. If dealing regular damage won't cut it, throw different stuff at the party (and/or give them the opportunity to throw this stuff at their enemies)
>Morale - characters may flee or surrender if the situation goes South
>Stress and Subdual damage - 5 failed saves and a character is out… extraordinary attacks can skip the damage and immediately prompt a save or inflict the next grade of shaken/fatigued
>Conditions - these can reduce characters' effectiveness to basically nil, causing combat to end out of practicality since many don't fade until the end of the scene
>Attribute impairment - attribute scores always stay in the same ballpark as wounds, and knocking one to zero knocks a character out
>Critical hits - especially if you're doing a more gritty campaign, consider giving enemies better critical chances via monstrous attack and/or magic items with the bane essence, not to mention various class abilities
>Role playing - You can usually have characters stop fighting not because they're scared or hurt, but because they're savvy enough to realize they won't win and would rather not die.
To top this post off, enemies probably shouldn't just be stupid cannon fodder (or there should be someone behind them who keeps sending out cannon fodder). Real people adapt to situations. If a hostile NPC sees a damage sponge wiping out their mooks (or someone else's mooks), they are likely to invest in something specifically to target a damage sponge. If combat starts to get too easy don't be afraid to design a "party-killer" around the PCs; just keep it actually beatable to keep the game fair.