Grenades and targets

By LukeZZ, in Star Wars: Edge of the Empire RPG

It seems like the entire point of the Adversary talent is that it emulates lots of other talents but does so with one easy to remember number. A starship with Massive 2 is big. A starship with Adversary 2 has plot protection.

I was thinking yesterday that it might be better if Adversary just generated one auto Fail rather than upgrading dice. The rules mentioned above would match that by making it also generate 1 Threat but only to cancel Advantage used against him. I'll have to ponder this a wee bit longer.

I was thinking yesterday that it might be better if Adversary just generated one auto Fail rather than upgrading dice. The rules mentioned above would match that by making it also generate 1 Threat but only to cancel Advantage used against him. I'll have to ponder this a wee bit longer.

It would be simpler, but the Upgrade increases the chance of a Despair, which is where interesting plot twists are introduced into a combat.

Tell me what is wrong with this? I'm hoping nothing, it seems simple enough and more realistic......

Mixed Defenses in an Engaged group gets targeted by a blast attack. Pick a target out of the group and roll. First, roll versus the lowest defense. See how that affects the target(s) with that lowest defense. Next add setback for the next higher defense WITHOUT PICKING UP THE ROLL. See how that affects the next higher defense. Repeat.

Only potential problem I can see with this is the lower defense could have blast activated while the higher defense doesn't (after adding a setback roll). But, this seems realistic to me - the higher defense (armor, behind cover, etc) stopped the blast affects.

Example: PC grabs a Frag Grenade (Dam 8 Blast 6) while pinned down by several Stormtroopers in a hangar. Two Stormtrooper minion Squads are at engaged range to a Stormtrooper Sergeant rival directing them. Prime time for the grenade. The Sergeant has wisely taken cover behind some cargo crates (1 Defense) while the 2 Squads are of course out in the open (0 Defense). The player tosses the grenade aiming at one of the Squads. The roll is made WITHOUT ANY SETBACK and examined. The net is 2 successes and 2 advantages. This is enough for 10 damage (8+2) against the targeted Squad. The Blast 6 is also triggered (2 advantages) against the second minion Squad for 8 damage (6 + 2 successes). What about the Sergeant? Next, a setback is rolled (remember he was in cover 1 behind the crates) and added to the original roll without disturbing it. The setback rolls a threat, removing one of the advantages. The blast is not triggered against the Sergeant; the shrapnel bounces off of the crates.

That would probably work smoothly when dealing with Defense. Defense adds additional setback dice; so you can simply roll the smallest number of Defense dice in the targeted group and then work your way up, adding more dice as you go.

It wouldn't work with the Adversary talent, however. Adversary doesn't add dice, it upgrades difficulty dice. So targeting the minions in a group might involve a difficulty of, say, 3 Purple, while targeting the nemesis with Adversary 2 would mean 1 Purple and 2 Red. You couldn't resolve both without rerolling the difficulty dice.

You couldn't resolve both without rerolling the difficulty dice.

I suppose when you got to the adversary, you could pick up the purple die and roll a red to replace it. WHICH purple die would be a problem - you would have to designate which one(s) will be updgraded before your roll and keep them seperate.

Seems clunky but probably not something you would be doing frequently.

You couldn't resolve both without rerolling the difficulty dice.

I suppose when you got to the adversary, you could pick up the purple die and roll a red to replace it. WHICH purple die would be a problem - you would have to designate which one(s) will be updgraded before your roll and keep them seperate.

Seems clunky but probably not something you would be doing frequently.

Yeah, it's roo clunky for my tastes...I'm thinking I'd use the Squad rules if an Adversary-level nemesis is gonna be engaged with his minions.

But I could see the setback dice thing working. Myself, I as the GM would just make sure to keep such adversaries separate to avoid the headache :)