Hi all,
If I perform a skill roll not combat-related (for example, a Lore roll, or a Piloting roll to avoid some asteroids) and I get advantages, can I use them to recover from strain?
Hi all,
If I perform a skill roll not combat-related (for example, a Lore roll, or a Piloting roll to avoid some asteroids) and I get advantages, can I use them to recover from strain?
Greetings!
Seems that not. Strain recovery only came from combat options and from specific skill uses, unless your GM determine it.
Hope I helped ![]()
PS: Oh, and welcome!
Edited by Josep MariaThanks for the answer! Ok, my doubt specifically comes from the beginner game, where, on encounter 1, says, under advantage of threat : "the active character may recover 1 strain per advantage symbol (...) This is the most basic way to use advantage and threat and is always available to the active character". When I started switching to the main game I couldn't find any explanation about this, so I don't know it carries over from one version to another or it's different in the core rulebook. And this comes before the combat starts, that's my concern...
I have always let my players recover strain with Advantage. In or out of combat. The only exception is Initiative and the roll made after combat to recover strain.
If GM allows it then its ok ![]()
For example, a Slicer that really enjoys its work and makes it his/her passion, may recover Strain for each Advantage.
Yeah, I allow it too. Strain isn't just physical fatigue, but also mental and emotional fatigue. Advantage generated on non-combat checks can just mean that the character feels that real progress is being made, or that something wasn't as hard as expected, or whatever. All reasons to feel less mentally worn down afterward.
I don't think I wouldn't allow it, but I am also not sure why you would need to. At the end of a combat encounter you make a simple Discipline/Cool roll and recover Strain. You can also make a Medical check and recover Strain. Plus if you are making a Lore check it sounds to me like there has been a substantial break in between combat encounters which means you've likely just naturally recovered all Strain.
I have always let my players recover strain with Advantage. In or out of combat. The only exception is Initiative and the roll made after combat to recover strain.
Agreed. I also apply Strain liberally with non-combat threats, especially in social situations. Lying to a Hutt is bound to cause some strain... ![]()
I don't think I wouldn't allow it, but I am also not sure why you would need to. At the end of a combat encounter you make a simple Discipline/Cool roll and recover Strain. You can also make a Medical check and recover Strain. Plus if you are making a Lore check it sounds to me like there has been a substantial break in between combat encounters which means you've likely just naturally recovered all Strain.
I had a recent situation where the players made extensive use of strain-costed talents and actions in combat, didn't get that much back from that post-combat roll, and were still "in the field" for the rest of the adventure and in a situation where they couldn't stop and rest or they'd risk being stranded on a hostile planet.
So, it happens.
I don't think I wouldn't allow it, but I am also not sure why you would need to. At the end of a combat encounter you make a simple Discipline/Cool roll and recover Strain. You can also make a Medical check and recover Strain. Plus if you are making a Lore check it sounds to me like there has been a substantial break in between combat encounters which means you've likely just naturally recovered all Strain.
I had a recent situation where the players made extensive use of strain-costed talents and actions in combat, didn't get that much back from that post-combat roll, and were still "in the field" for the rest of the adventure and in a situation where they couldn't stop and rest or they'd risk being stranded on a hostile planet.
So, it happens.
So if they aren't getting a break to rest and methods for actually recovering it in game failed, why would you allow them to recover strain from making a Lore check?
Edited by 2P51So if they aren't getting a break to rest and methods for actually recovering it in game failed, why would you allow them to recover strain from making a Lore check?
Why would you let them recover it from making a Ranged (Light) check? It's the same basic principle.
Edited by ddbrown30
So if they aren't getting a break to rest and methods for actually recovering it in game failed, why would you allow them to recover strain from making a Lore check?
Why would you let them recover it from making a Ranged (Light) check? It's the same basic principle.
I default to the mechanical explanation, which is because using Advantages for that is covered in the combat section. I see it more intended as a mechanic for people to manage Strain in combat where they are going to be using it primarily.
To me if combat has ended and there is time for a breather, a power bar, anti anxiety pill from the med kit, laughing at each other, I just let characters recover all their Strain. If it's a shoot out in the cell block and now they have to run down the corridor and they get into another shoot out, and then it's on to the landing bay for another shootout, then they get to recover what they can with rolls and deal with lower Strain numbers. If you let people recover Strain with non combat skill checks imo you cheapen things like Resolve, Rapid Recovery, and Second Wind.
If they have time to do other skill checks after a fight, there has been time for a breather, and I just let them recover their Strain.
So if they aren't getting a break to rest and methods for actually recovering it in game failed, why would you allow them to recover strain from making a Lore check?
Easy, if successful: ah, those carvings are the way-stones of the M'Butu clan, they point the way to the temple, and we should be able to find water there. What a relief!
Easy, if failed with advantage: you pause to look at the carvings, they look familiar but you're not sure what they mean. You drop your pack to take a closer look, when you stand back up that kink in your back is gone. You stretch and carry on.
To me if combat has ended and there is time for a breather, a power bar, anti anxiety pill from the med kit, laughing at each other, I just let characters recover all their Strain.
...(snip)...
If you let people recover Strain with non combat skill checks imo you cheapen things like Resolve, Rapid Recovery, and Second Wind.
These two statements are in conflict. If you let them just recover all strain when there is time for a breather (which isn't RAW), you're cheapening things like ...what you said.
I never let them recover their Strain until they have rested significantly. Therefore, non-combat Strain-reduction remains a valuable mechanic, but doesn't cheapen existing talents.
Strain represents two (very different) things, right? It's both exhaustion and morale.
"That Bothan made me feel bad about myself." (Strain from Scathing Tirade)
"That sprint really took it out of me." (Strain from taking an extra maneauver)
"Did you see that shot I made? Man am I awesome." (Strain recovered from Advantages)
"I'm glad that's over and can catch my breath." (Strain recovered from skill roll after combat)
Edited by Col. OrangeOn a side note: do you allow an unconscious character to recover strain, with the end-of-encounter check?
Sorry, p 220 is pretty clear to me, recovering from Strain out of combat isn't meant to be a big deal. Still in combat or potential for, there are Talents/mechanics for it.
Edited by 2P51On a side note: do you allow an unconscious character to recover strain, with the end-of-encounter check?
Sure. Whatever it takes to get them back in the game and having fun, right?
On a side note: do you allow an unconscious character to recover strain, with the end-of-encounter check?
Yup, unless they don't recover enough between that and a Medical check, at which point I might make players carry them until they wake up, which again can just be a narrative thing.
On the other end, you can also gain strain out of combat from threat.
On the other end, you can also gain strain out of combat from threat.
That's a pertinent contribution.
This gives me a question.
If someone fail an attack but obtains some Advantages, can he exchange them to recover Strain or obtain other bonuses? I think that answer is yes, but not 100% sure.
This gives me a question.
If someone fail an attack but obtains some Advantages, can he exchange them to recover Strain or obtain other bonuses? I think that answer is yes, but not 100% sure.
As long as the bonus doesn't hinge on the roll being successful (like a crit), then yes. So your missed shot could hit the wall near the target and the falling debris gives them a setback die to their next attack.
For the record, I am absolutely in favor of players using Advantage rolled to recover strain outside of combat. Sure you can recover it with a little downtime, but sometimes you don't have the luxury of downtime, or sometimes the situation is too stressful. For those times, a well-rolled Charm check can be soothing to the soul.
This gives me a question.
If someone fail an attack but obtains some Advantages, can he exchange them to recover Strain or obtain other bonuses? I think that answer is yes, but not 100% sure.
Yeah, what Doc, the Weasel said. Also, what would the point of Advantage be if you couldn't do this?