So, I ran my second session last week, and originally this was going to be en exasperated post about how my group monstered space combat, and how I could make it more challenging.
To clarify, we started the session with the battle with the TIEs at the end of Escape from Mos Shuuta, and finished with the battle over Ryloth with Thweep.
I ran the TIEs as 2 groups of 2 fighters, and Thweep as a Nemesis, but upped his stats alittle (Rolling 2G2Y) after the ease with which they dealt with the TIEs.
They ate him for lunch (But he got away.. more on that later).
As it turns out, we made a mistake, as I allowed the Mechanic to repair HT more than once, and I don’t recall them taking any Strain (I keep forgetting this bit!)
Besides that small error, it went pretty well.
However, it did throw up a few things that got queried.
*According to the tables for spending Threat and Advantage, one of the results was that the target could get an extra manoeuvre, which I elected to use after Thweep was certain to get his butt kicked, to move beyond the range of the players weapons and make a run for Ryloth.
The players questioned how that would work. I don’t recall exactly which roll it was on, as I have put on writing this post nearly a week, but it wasn’t one that narrativly made sense, but I couldn’t think of anything else.
Thoughts?
*My Mechanic player has asked if it would make sense that he be allowed to spend Advantage on giving HIMSELF a boost die on his next action, assuming his next action was the same as the first.
EG: He attempts to repair something, but fails with Advantage, so he has learnt something that will help him on his next go.
Its not something that is in the book, and I was wondering what you all thought?
*I am using the Reference tables originally made by Gribble, and expanded on by someone else (I forget their name), and there are two tables for spending Adavntage/Threat etc.
One is specifically for in combat, while another is a collection of the examples giving in the book under each skill entry.
Do the two complement each other, or are they meant to be independent?
It all got abit confusing during space combat, while some players were making rolls for things that were not … specifically combat related. Mechanics rolls for example, while it was a Damage Control Roll, it was still a mechanics roll.
The Player wanted to know if the entry to treat the ‘item’ as superior or grant it a boost, and applying it to the ship itself, as that was what he was repairing. I ruled no, as that seems insane.
Suggestions?
*Any suggestions on keeping my players on Route to New Meen? My Twilek player seems to be sided with Bura Ban, and they will owe him for fixing their ship.
Should I crash them? Just alittle bit? Have one of the ‘extra’ repairs the Mechanic got fail so they have a very heavy landing, rather than properly crash? I could see one of my players taking exception, but since this is more story than anything (They are walking out of this with a fixed ship regardless!), without outright telling them this, I am not sure what else to do to engender them to Bura Bans plight and get them to aid him.
If they don’t, I am at a loss, as everything else goes to pot if they don’t help him.
They wont meet the Bothan (Who I was going to keep as a recurring contact).
They wont be engendered to Buran Ban (Who I wanted to keep as a contact)
They wont go to Geonosis, wont meet the Dukes, wont return to Tattoine and wont face off vs Teemo.
So yeah…. Suggestions?
Cheers!
RD