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JonTheBold

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  1. As a GM, I look at soak values the same way I look at door locks. If I present an enemy with heavy armor, or a door with a strong locking mechanism, I expect a smart player to pause and consider other options instead of automatically pulling out a knife and chipping away at it. It doesn't mean that combat is impossible, but it may make combat so uncertain that other options start to look good (running away, negotiating, triggering a blast door closure, etc.). Fight after fight after fight can get boring, and will quickly be forgotten... but, in my experience, players will remember that time they thought their way out of a sticky situation.
  2. That's a good idea. I didn't want to make the font too small because one of my players has bad eyesight, but I can definitely try to reformat it to fit on the page a bit more nicely (maybe reduce margins, too). Yup, that's very true. Players often decide how to spend NPC threat/despair. I'll fix that up now. Thanks!
  3. I've compiled a list of Movement information, for both structured and unstructured gameplay, on both the personal and vehicle scale, including some houseruled items (which are tagged as such). Link to it can be found in my sig block, along with the link to my previous document: health & recovery.
  4. Thanks! I find making these things helps to clarify my own understanding of the rules. Also, I've updated the pdf to include cosmetic changes using the EotE dice font, and also to add a "falling" houserule which states that rolling a despair could cause a critical injury (seems logical).
  5. To try to rationalize the movement rules (both personal and vehicle), I've started a compilation of everything I could find in the EotE core rulebook regarding movement (i.e. getting from point A to point B). Anything I've house-ruled is marked with the (HR) tag. You can find the PDF of this document here. I've included the text of it below, as well. (Edit: updated to include fjw70's excellent "zone" concept for vehicle movement). Movement in Star Wars: Edge of the Empire Personal Range Bands (distance) Engaged: Within reach of fists and melee weapons. Melee weapons can only be used at this range. (HR) Short: Up to several meters. Can talk comfortably without raising voice at this range. Across the room in an average house (HR example). Medium: Up to several dozen meters away. Need to talk loudly to be heard. Up to the length of a basketball court (HR example). Long: Farther than a few dozen meters, but less than Extreme range. Must yell loudly to be heard. A hundred meters / football field / city block (HR example). Extreme: Farthest range at which characters can interact. A kilometer or so (HR example). Maneuvers (page 200-203) One Maneuver: With one maneuver, you can - Engage or disengage with someone. - Move to another location within short range. - Move between short and medium ranges. Two Maneuvers: With two maneuvers, you can - Move between medium and long ranges. - Move between long and extreme ranges. Pushing It: Add 2 points of strain to gain a second maneuver (max 2 maneuvers/turn). Lucky Opening: Spend 2 advantage to gain an extra maneuver (max 2 maneuvers/turn). Focused Movement: Convert an action into a maneuver (max 2 maneuvers/turn). Unforced Error: Can be granted free out-of-turn maneuver by opponent spending 2 threat (no limit). Athletics (page 105) Types: Used for climbing, swimming, jumping, running, etc. Difficulty: Determine difficulty and add conditional setback dice. Extreme conditions may merit challenge dice. Great Success: Additional successes can reduce time or increase distance travelled. Lucky Move: Two advantage can be used to grant the character an extra maneuver which can only be used to move or perform physical activity. (HR to assume that this is limited by the normal 2 maneuvers/turn rule) Motivational: Advantage can also grant boost die to allies who performing physical activities, or to later checks by the player. Stuck The Landing: Triumph can grant truly impressive results. Pulled Muscle: Threat could impose strain or wounds. Bad Landing: Despair could result in a critical injury. Flying (page 202) Natural: Some creatures can fly or hover without mechanical aid. Passable: Can bypass difficult or impassible terrain in many cases. Vertical: Can cover vertical distances, just like normal creatures cover horizontal. Hover: Hovering creatures must generally stay within Medium range of the ground, unless otherwise noted. Fliers: Normal fliers must spend a maneuver to move each turn in order to stay aloft (even if just circling). Fast Fliers: Most flying creatures can move faster than hovering creatures, and can move from long range to short range using a single maneuver. Difficult and Impassible Terrain (page 213) Difficult Terrain types: Tight passageways, slippery ice, thick undergrowth, loose rubble, shifting sand, waist-deep water, etc. Difficult Move: Moving through difficult terrain takes twice as many maneuvers as normal. Impassible Terrain types: Sheer cliffs, walls higher than a character can reach through jumping, deep pits, etc. Impassible: It is not possible to move through impassible terrain via normal maneuvers. Skilled Passage: Can spend an action to circumvent using skill (Athletics or Coordination, probably). This movement may require one or more maneuvers as well. Zero Gravity (page 213) Space: Can move in three dimensions. Uncontrolled Movement: Treat all movement as through difficult terrain (i.e. twice normal maneuver cost). Water and Swimming (page 213) Difficult Water: Unless otherwise noted, treat body of water as difficult terrain. Dangerous Water: Some water may require an Athletics check to swim, if dangerous. In this case, swimming takes at least one action and any number of maneuvers. Holding Breath: If completely submerged, character can hold breath for a number of rounds equal to Brawn characteristic. Once this number is reached, character starts to drown and is treated as suffocating on each successive round. Falling (page 215) Impact Absorption: Fall damage is reduced by soak, but strain is not. Lucky Catch: Can reduce fall damage by making an Average (2) Athletics or Coordination check. Each success reduces damage suffered by one, while each advantage reduces the strain suffered by one. A triumph could, at GM’s discretion, reduce overall distance fallen by one range band. A despair might result in a critical injury (HR). Pain by Range: Falling damage by range - Short: 10 wounds, 10 strain - Medium: 30 wounds, 20 strain - Long: Incapacitated, Critical Injury at +50, 30 strain - Extreme: Incapacitated, Critical Injury at +75 (or death, GM discretion), 40 strain. Vehicles General Track Speed: Vehicles should always track their current speed. At speed 0, the vehicle is not moving. A normal six-sided die can be useful for this purpose (HR). Range bands (distance) (page 238) Close: Slightly farther than extreme range in personal scale (more than 1km). Short: Up to several dozen kilometers away. On a planet, this is far enough that vehicles no longer engage each other with line-of-sight weapons. In space, this is just out of dogfighting range. Medium: On a planet, this is roughly 50 kilometers, and only the most powerful artillery could reach this far. In space, this can be up to a few hundred kilometers. Long: On a planet, this can be up to 200 kilometers away, barely visible on scanners. In space, this could be several thousand kilometers away, and only the largest capital ship weapons are able to reach these distances. Extreme: On a planet, this is the far edge of a vehicle’s scanners, and weapons do not reach this far. In space, it’s likewise beyond the range of almost all starship weapons (even capital ships). Maneuvers (page 232-233) Personally Effective: Many personal maneuvers work during starship combat (e.g. Aim). One Maneuver: Movement ranges are based on current vehicle speed - Speed 1+: move to another location within close range. - Speed 2+: move between close and short range. - Speed 5+: move between close and medium range. Two Maneuvers: Movement ranges are based on current vehicle speed - Speed 1+: move between close and short range. - Speed 2+: move between close and medium range. - Speed 5+: move between close and long range. Pedal to the Metal: During structured gameplay (e.g. combat), can spend 2 system strain and 2 pilot strain to gain a second maneuver (max 2 maneuvers/turn). If ship has multiple pilots (rare, silhouette 5+), they can ignore the 2 strain, but ship still takes system strain. Accelerate/decelerate: [Pilot only, Silhouette: any, Speed: any] Increase or decrease ship or vehicle’s current speed by one. Fly/drive: [Pilot only, Silhouette: any, Speed: any] Fly between ranges, as denoted above. Punch it: [Pilot only, Silhouette: 1-4, Speed: any] Go immediately to maximum speed. Suffer one point of system strain for every point of speed between the ship’s current speed and its maximum speed. Zones: (HR) As suggested by user fjw70 on the forum, think of range bands in terms of “zones”. Close: Same zone. Short: Up to 2 zones away. Medium: 3 to 4 zones away. Long: 5 to 6 zones away. Zones by Speed: (HR) Again, as suggested by user fjw70 on the forum, to determine zone movement by speed. Speed 1: Move one zone with one maneuver. Speed 2-4: Move two zones per maneuver. Speed 5-6: Move three zones per maneuver. Travel Time Sublight travel duration: - Fly from planet’s orbit to safe hyperspace jump distance: 5-15 minutes. - Fly from planet’s surface to one of its moons: 30-90 minutes. - Fly between planets in a star system (varies widely): 6-12 hours. - Fly from center of star system to its farthest limits (varies widely): 12-72 hours. Hyperspace travel duration (multiply time by hyperdrive class): - Within a sector: 10 to 24 hours. - Within a region: 10 to 72 hours. - Between regions: 3 days to 1 week. - Across the galaxy: 1 to 3 weeks.
  6. This was answered by one of the developers over in this thread. The ruling was:
  7. It seems very difficult to find any solid information on how long-range communications happen. The Wookipedia entry on Hyperwave Transmitter may be what you're looking for, though the information there is sparse in terms of capabilities. As with many things EotE, the limitations of any communications device should probably depend mostly on the narrative you need at that moment (i.e. if you need an employer to be able to contact your players, you can hand-wave it as "The employer contacts you by hyperwave, riding over the old relay satellite framework. You didn't even realize that that system was still functional in this part of the galaxy.")
  8. Hm. I appear to have missed a couple of previous threads about this. http://community.fantasyflightgames.com/index.php?/topic/88667-enter-the-unknown/?hl=%2Benter+%2Bunknown and http://community.fantasyflightgames.com/index.php?/topic/88263-enter-the-unknown/?hl=%2Benter+%2Bunknown and http://community.fantasyflightgames.com/index.php?/topic/86186-first-rules-supplement-enter-the-unknown/?hl=%2Benter+%2Bunknown Nothing to see here. Move along.
  9. Haven't seen any mention of this yet. Adds many new things for the Explorer career, plus gear for everyone, obligations, etc. http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=232&esem=2&esum=239 Thoughts?
  10. If it is in the book, then I must have missed it. I'm not sure what it will buy you, though. As you mention, the purpose of combat is to eliminate the threat(s). Once an enemy goes down, they are no longer a threat and so generally no longer a target. So, in most fights, this rule would only be triggered in the case of a total party kill (TPK), and then only assuming the enemy would continue putting holes in the characters for good measure. In order to have the possibility of a character rolling 141+ (triggering the critical injury death rule), they would have to be suffering from at least five critical injuries (for a total of d100+50). That's a LOT of extra shots to put into a fallen body, and even then there's no guarantee that the character will actually roll high enough to trigger death since they'd need to roll at least a 91. To be absolutely positive that the characters are truly dead, the enemies would need to shoot each character an additional 13 times after they'd dropped (for a total of d100+140). Assuming a reasonable enemy wouldn't want to go through all of that, the PCs will wake up on their own within two weeks, give or take. Each character gets 1 wound per day of automatic healing, plus possible extra from the Resilience check each week, and they wake up once their wounds no longer exceed their wound threshold. This is why I suggested the "logic" house rule for death. Characters will either bleed out or die of thirst (or perhaps even die of hunger) well before waking up on their own. It makes no sense for a wiped-out party to stand back up after fourteen days and walk away.
  11. I've made a collection of rules regarding Health and Recovery, to gather everything into one clear place. House rules are marked as such, and include things like fixes for perceived errors/oversights in the Core Rules, as well as improvements to recovering strain (something my players have complained about many times). https://app.box.com/s/9tlvjuachlzr0ddw4atn
  12. In the State of Health sidebar on page 215, there is the following text: "A character is wounded if he has any number of wounds less than his wound threshold." then, later: "A character is incapacitated once he has suffered more wounds than his wound threshold..." It seems that having a number of wounds exactly equal to your wound threshold does not have a health state associated with it, which is surely a minor oversight. I believe the erroneous line should read: "A character is wounded if he has any number of wounds up to his wound threshold."
  13. They are indeed the same, though taken from two different parts of the book. I include them both to highlight their different uses rather than any difference in effect (i.e. in-combat page 219, and out-of-combat page 112). In fact, looking over those two sets of rules again (especially 219), it seems to me that first-aid might not actually be able to heal a critical wound with a triumph result. I'm going to modify my list to reflect this. Edit: I've updated my list and the attached pdf file.
  14. As an aside, is this an error in the Core Rulebook? (page 215) "A character is wounded if he has any number of wounds less than his wound threshold." "A character is incapacitated once he has suffered more wounds than his wound threshold..." So... what do you call a character who has exactly his wound threshold worth of wounds? He's still on his feet, as per the rules, but supposedly he's not considered "wounded". That is exactly right, and the reason for my "houserule" on it. It's a minor inconsistency, and easy to fix, but it's definitely an error all the same. I haven't checked the unofficial Errata post to see if it's in that list or not. I'll go submit it if necessary. Thanks. I'll see about whipping up something nice-looking in PDF format, when I get the chance. Good point. I'll go modify that now. Thanks!
  15. My plan is that anyone providing assistance cannot receive the benefit of an assisted check themselves. Presumably, the person providing comfort has very good Presence/Cool or Willpower/Discipline, and will normally be quite good at recovering strain even without external assistance. So maybe one character gives a comforting talk to the whole group, to give them the benefit of his 4 Presence. Or perhaps someone with 3 Presence helps to comfort someone with two ranks of Cool, while another character with 4 ranks of Discipline has a sit down with the character with 3 points of Willpower. It allows players to choose who needs assistance, and for others to provide that assistance in meaningful ways, which provides real value to the Cool and Discipline skills. Thanks, but note that receiving a critical injury when wound threshold is exceeded is an actual EotE rule... I didn't make that one up.
  16. Great job! I started my group out with a Wayfarer, so this will come in very handy. Thanks!
  17. Correct, you add the four specialization skills to your increasingly-misnamed list of "career skills" (which are simply cheaper to purchase ranks in).
  18. Weird. I created my campaign so that it starts on Ruul, a moon of Sriluur where Houk are found. Thanks! And good job on those PC stats... they look quite balanced to me.
  19. Agreed, this seems like an excellent solution, since it makes a skilled pilot a very valuable asset, and an unskilled pilot becomes a major risk.
  20. Ditto. I've got one real combatant, one sneaky sort-of-combatant, and two droids who try hard but aren't combat-machines (pun intended). First combat: I stuck the two droids up against a trader (based on the Slaver Rival template). That was a tough fight for them, but they won, with plenty of ionization strain to make things tense. The second combat was a shopkeeper that the party jumped and killed (they're savages, I swear) for no good reason. Dude was barely armed (holdout pistol), and didn't even have the chance to draw his weapon before he dropped. Very, very easy fight. Then the party met with a shady Twi'lek and his six henchmen (minions, though the party didn't know that for sure). They chose to listen instead of fight, which I had to encourage by having the Twi'lek notice them pawing their weapons and then say "I wouldn't do that if I were you. I'm more interested in business than death." However soon, the party is heading towards an assassination mission against a stormtrooper sergeant and his minion troops. That's going to be a much more interesting and difficult fight. The party will probably choose to engage at long range, and then will be fighting one injured rival and six minions (the equivalent of two extra rivals, almost) as they close the distance and seek cover. I anticipate that the party is going to have to really work for that one.
  21. Some quirky side effects of the rules (and my houserules): 1. By allowing an assisted skill check for Cool or Discipline after a combat, it's basically like a charming or calm leader providing comfort or inspiration to the troops through a short speech or a meaningful "Attaboy!" And in the worst case scenario, someone could offer an unskilled "Walk it off!" to his companions for a boost die. 2. With my houserules, by having strain cap out at Threshold + 1, and having stimpacks increase strain threshold by 2, it offers the interesting scenario of an incapacitated character being revived by the timely injection of a stimpack. I think that really puts the "stim" in stimpack. Of course, that effect wears off after about 10 minutes, so you want to make sure your revived friend gets to safety before he or she is incapacitated again. 3. With the houserules, characters naturally recover strain as long as they are not taking further strain. After four hours without adding strain, a character will have reduced their strain by 10 points (1 + 2 + 3 + 4 = 10), plus any stress they've shed from spending skill check Advantage during that time.
  22. Strangely, no. Page 216 states merely that you have to track wounds until twice your wound threshold, and that's it. There isn't even an implication that wounds suffered beyond threshold cause additional critical injuries, though that would seem logical perhaps (I didn't houserule it, because, frankly, combat is dangerous enough as-is). Thanks! Oddly, the book doesn't have much to say about death beyond what I've noted, even in the GM section on page 300.
  23. As a part of working out precisely how health and recovery should be tracked, and to help resolve some issues we've had with strain, I've compiled a list of the rules related to health and recovery. I've noted my own house rules with the (HR) tag, and hope you find them helpful. Everything else should be accurate to Edge of the Empire, as written (and hopefully I've interpreted them correctly). I'd appreciate feedback. Edit: I've created a PDF version of this list, which you can access here: Health and Recovery PDF, and modified the text below to reflect the new version's changes (mostly formatting). Health and Recovery in Star Wars: Edge of the Empire States of health or condition Unwounded: No wounds and no critical injuries. Wounded: Any number of wounds up to wound threshold (HR, the rules as written state "any number of wounds less than his wound threshold" which is likely a minor error). Critically injured: Suffering from any number of critical injuries, regardless of current number of wounds. Incapacitated: Suffering from more wounds than wound threshold, or more strain than strain threshold. Calm (title is HR): Suffering no strain. Stressed (title is HR): Suffering from strain up to strain threshold. Overwhelmed (title is HR): Suffering from strain greater than threshold; character is unconscious, or simply dazed and staggered and unaware of surroundings and unable to interact with them. Staggered: Cannot perform actions (including downgrading an action to a maneuver). By default this lasts until the end of the character's next turn. Multiple staggering effects add their durations, but not beyond the end of the encounter. Immobilized: Cannot perform maneuvers (including those purchased by spending strain, from spending advantage, or from downgrading actions). By default this lasts until the end of the character's next turn. Multiple immobilizing effects add their durations, but not beyond the end of the encounter. Disoriented: Add setback die to all checks. By default this lasts until the end of the character's next turn. Multiple disorienting effects add their durations, but not beyond the end of the encounter. Thresholds Exceeding wound threshold: Character is knocked out and incapacitated, and immediately suffers one critical injury. Tracking wounds: Wounds must be tracked up to twice the character's wound threshold. Exceeding strain threshold: Character is incapacitated (usually unconscious, though maybe just dazed, etc.). Tracking strain: Strain must be tracked only to one point past the character's strain threshold. Once incapacitated, the character can process no further strain. (HR) Reviving: Wounds and strain must be reduced so they no longer exceed threshold before the character is no longer incapacitated. Critical injuries Source: Can result from a critical hit during an attack, or from exceeding wound threshold, or from other means. Random injury: The character's player rolls d100 to determine the specific injury. Increasingly grave: Each critical injury a character suffers from adds +10 to subsequent critical injury d100 rolls. Natural recovery Bedrest: Each full night's rest heals one wound, regardless of current state of health. Pulling through: At the end of each full week of rest, character may attempt a Resilience check to recover from one critical injury (difficulty = critical injury severity rating; success = critical injury healed; triumph = heal an additional critical injury; fail = heal one wound instead). Catching your breath: At the end of each encounter, each player can make a Simple (-) Discipline or Cool check to remove strain equal to the number of successes generated (can also spend advantage to reduce strain, as normal). Assistance (HR?): A character can assist other character(s) (either skilled or unskilled assistance, per page 25), but cannot then receive assistance on their own Cool or Discipline check. Relaxation: Each hour of not adding strain allows a character to remove strain. So after one hour, the character removes one strain. After another hour, the character removes two more strain, etc. (HR) Sleep: A full night's rest normally removes all strain. Medical/Mechanical care First aid (encounter): A character may attempt a Medicine/Mechanics check to help a character heal. Each character may only receive one Medicine/Mechanics check each encounter. Difficulty is based on current state of health. On success: heal wounds equal to successes, and remove strain equal to advantages. A result of threat or despair may inflict wounds or strain. Medical care: A character may attempt a Medicine/Mechanics check once per hour to help a character heal. On success: heal wounds equal to successes, and remove strain equal to advantages. (HR, for the once/hour limit). A triumph may heal a critical injury, while threat and despair may inflict wounds or strain. Healing critical injuries: A character may attempt to heal a critical injury by making a Medicine/Mechanics check. Difficulty is equal to the severity rating of the critical injury. A character may attempt one check per week per critical injury. A triumph may heal additional wounds, while threat and despair may inflict wounds or strain. State-of-health Medicine/Mechanics check difficulty: If wounds are at half or less of wound threshold, check is Easy (1). If more than half of wound threshold, check is Average (2). If wounds exceed threshold, check is Hard (3). Self healing: Increase the difficulty of Medicine check by two (or Mechanics check by one) if attempting to heal your own wounds or critical injuries. Proper tools: Attempting a Medicine or Mechanics check without proper tools increases difficulty by one. Using an actual Medpac grants a boost die to Medicine checks (no droid equivalent). Bacta tank (organic) Recovery: Wounded character heals one wound every two hours. Incapacitated character heals one wound every six hours. Critical care: At the end of every 24 hour period, character may attempt Resilience check to heal one critical injury. Difficulty is equal to critical injury severity rating. Success = heal critical injury; fail = heal one wound instead. A triumph (HR to match natural recovery) = heal an additional critical injury. Oil bath (droid) Recovery: Wounded droid heals one wound every hour. Nothing serious: Oil baths do not heal critical injuries. Stimpack (organic) Potency: Heals five wounds when used the first time. Second application heals four wounds. Third heals three, etc. (i.e. can be used no more than five times per day). Renewed potential: Must wait till after full night's rest (or 24 hours) before effectiveness resets. Application: Requires one maneuver to inject a stimpack. Character must be engaged with target to administer. A character with a free appendage may self-administer with one maneuver. Non-critical: Stimpacks have no effect on critical injuries. Temporary revival: Using stimpacks increases strain threshold by two, lasting until the end of the encounter (or roughly 10 minutes, if not in combat). Further administrations have no effect on strain threshold until the previous duration expires. (HR) Emergency repair patches (droid) Potency: Heals three wounds per use. Can be used no more than five times per day. Renewed potential: Must wait till after full night's rest (or 24 hours) before more can be administered. Application: Requires one maneuver to apply a patch. Character must be engaged with target to apply. A character with a free appendage may self-administer with one maneuver. Non-critical: Emergency repair patches have no effect on critical injuries. Temporary revival: Using emergency repair kits increases strain threshold by two, lasting until the end of the encounter (or roughly 10 minutes, if not in combat). Further administrations have no effect on strain threshold until the previous duration expires. (HR) Other Avabush spice (organic): Characters under the effects of this spice recover strain at twice the normal rate (i.e. recover two strain after one hour, and an additional four strain after the second hour, etc.). (HR) All other properties of this spice remain as normal. Alternative medicines: Possibly more? Maybe even a droid chip? (HR) Death By critical injury: If a player's character ever rolls 141 or higher on the critical injury table, they die. By logic: When it makes sense for you to die, you die (e.g. hyperspace travel into a planet's mass shadow). (HR) Le Fin?: There's no coming back from death. Go make a new character. Caveat: may be possible to create "backup clones", at GM discretion.
  24. Yes, each player (and NPC, for that matter) can only go once per round. Regarding the concept of "slots", it's a solution to a non-obvious problem. In other RPGs, with standard initiative methods, you always have to have a way for people to "move around" in the initiative order. This involves things like holding your action while you wait for another player to do something, or readying an action in response to an enemy's action. In EotE, the solution is to allow players to go in whichever slots they want. There is no ability to interrupt an enemy's action (so far), but you can react to an enemy's action by taking the next available PC slot (assuming you haven't acted already that round). This simplifies the rules *greatly* and solves one of the biggest slowdowns in many other RPGs. It seemed to work very well in the few Basic Rules play sessions I've GM'd so far.
  25. If a mechanic has access to the proper tools and enough time to conduct proper repairs, then technically a roll might not even be necessary since there isn't really any chance of failure. I would agree with Tenrousei, though, and ask for one roll to allow for the chance of reduced time or some other result. After all, who knows when the next enemy might drop out of hyperspace?
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