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Problem with running away.


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#1 TAMgames

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Posted 09 August 2013 - 06:50 PM

Running away from minions appears to be an almost flawless strategy for winning an encounter and there doesn't seem to be an effective way to run a chase scene. These are two separate issues that arise from the same mechanical conditions.

 

PCs are allowed to make Move Maneuvers twice and also take an action for the cost of 2 Strain.

 

Minions receive wounds instead of spending Strain. Minions don't have Strain so whenever a minion would loose Strain that minion instead takes wound damage.

 

These conditions imply that if a PC Move Maneuvers twice per turn in an effort to flee from minions say the Storm Troopers from Encounter 5.

        a) Then they're either out beyond extreme range in a few rounds

        b) The Storm Troopers kill themselves trying to keep up or,

        c) The PCs always escape from minions.

 

Am I missing something? Using this minion kiting strategy seems to make minions irrelevant, except as a Strain sink. Is there a chase mechanic I missed?

 

Alternatively, If the PCs decide to forgo their action they can make two Move Maneuvers without a Strain cost which makes it possible to kite minions indefinitely.

 

A GM could arbitrarily add waiting minions to the combat in all directions or start every encounter with the PCs surrounded but those aren't acceptable permanent solutions to this issue. Also this doesn't address the no chase mechanic problem. I'd like to be able to run a chase sequence without my minions dropping dead from exhaustion after a few rounds.
 

If I missed a chase mechanic please let me know what book and page it's on. Otherwise I'd really like to find a good work around that prevents minion kiting from being an OP uber strategy.

Thanks for your help.

 



#2 fjw70

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Posted 10 August 2013 - 09:18 AM

The core book has chase mechanics for starships but I don't think for individuals.

As far as running away from minions. Minions can't voluntarily suffer strain so if the PCs want to suffer strain then they should be able to run away. Unless the minions call for reinforcements. Remember all characters probably have a comlink so if you are being chased by minions you could be cut off by the reinforcements. Also minions could be in a position you need to get past to get to your objective. And as you mention surrounded by ambush work too.
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#3 Cilionelle

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Posted 12 August 2013 - 06:56 AM

Or, as the GM, you could just rule that Stormtroopers or other minions are actually in pretty good physical condition and can run after the PCs. That makes sense to me...
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#4 Keeop

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Posted 15 August 2013 - 08:03 AM

I learned one way to work with this situation GMing Shadowrun. There's not necessarily anything wrong with the player characters running away, but if there's a conflict that needs to be seen through for narrative purposes a couple well placed and powerful snipers can help rein the group in. This isn't the kind of fence you want to put up very often, but if it's a critical tie in don't be afraid to make it rain. The players, most of the time, will not leave behind a fallen comrade. Also be sure to use those dark side destiny points to place conflict in the scene that discourages escape.



#5 ramza82

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Posted 21 August 2013 - 08:25 AM

Or, as the GM, you could just rule that Stormtroopers or other minions are actually in pretty good physical condition and can run after the PCs. That makes sense to me...

 

Yes just have them chase the PC's! It's all about the narrative. Specific maneuver mechanics only need to take place in actual combat rounds. Or as someone else mentioned have them call for reinforcements over the comm to cut them off. 



#6 Jaenus

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Posted 11 September 2013 - 12:34 PM

Perhaps consider this, each phase of the chase scene make an obstacle the PCs need to overcome.

 

IE:  As you run down the crowded alleyway, a large merchant display is before you, requiring an additional movement to get by it or it'll stop you in place.

 

Meanwhile the troopers are one movement behind and by the time they get up to the mechant display, the merchant has already moved it.  He wouldn't dare be seen as obstructing Imperial forces, would he?  So while it takes the PCs one movement to move into the alley, it'll take them another just to clear the merchant.  The troopers on the other hand just take one to be right on their heels.  I wouldn't overly abuse this mechanic, but it might work!


"Once you divorce yourself from the idea that one roll of the dice equals one pull of the trigger, your narrative descriptions are going to benefit drastically." Rikoshi, discussing how a single roll of the dice might kill more than one minon in a group.


#7 Agatheron

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Posted 21 September 2013 - 09:02 PM

I did Escape from Mos Shuuta last night with two of my friends. They wisely chose to run away from the Stormtroopers, even with me reducing them from 6 to 4, operating in minion groups of 2. They decided to keep running when one of the groups hit the pilot with a blaster rifle, which scared the hell out of him damage-wise. I had them ducking into alley ways, pulling stuff down behind them. It worked for long enough for them to board the ship and take off... And it felt better cinematically.

However, yes, minions could always call for reinforcements or to use a comlink to coordinate with another body to cut the players off if it suits the story. There is a fixed limit on how much strain the players can suffer, so hoofing it only goes so far.
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#8 oatesatm

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Posted 15 October 2013 - 01:12 AM

I would also try to separate a chase scene from a battle scene ... run your battle encounters accordingly, but try and see of you and the group can narrate the chase scene and instead of maneuvers/actions, you could have a series of skill checks.  You could use Athletics, maybe Stealth, depending on how hot on the trail the bad guys are, maybe a Streetwise check for a shortcut, and so forth.

 

Each successful check moves them one step further away (from Short to Medium distance, then 2 successes to get to Long distance, if they get to Extreme then they've lost them, or you could include Extreme to make it a long chase) ... the key with a chase like that is to put a good story with it each player describing his actions and why, as well as the GM explaining what the pursuers are doing to catch up.



#9 bladerunner_35

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Posted 25 October 2013 - 04:03 AM

If you play to the story and let a narrative unfold running away will also have consequences all on its own.

 

Don't set up combat encounters. Give the PCs a situation to handle - how they handle it is up to the player characters.

 

If you specificially want to prevent them from running away from the Storm Troopers in Mos Shuuta remember that:

 

1. It's a very small village/town with nowhere to run except through the electrogate (which is powered up). The whole of Mos Shuuta does not stretch further than long range I'd say.

 

2. Have the Storm Troopers set up an ambush with their helmet comlinks. It should be dead easy for the Emperor's finest.

 

3. Have them attract even more attention from Teemo's thugs as they dash through the sun scorched alleys of Mos Shuuta.


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