Third Session done.. suggestions welcome!

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

SPOILER ALERT FOR "LONG ARM OF THE HUTT"

Third Session Down, and things are going pretty well.

The players landed at Ryloth, and agreed to help B’ura B’an, and proceeded to New Meen.

At the Ambush, I had Trex (Who they hadn’t killed in Mos Shuuta), and things progressed nicely. Half the party took cover behind the crashed speeder, while the Trandoshan advanced on Trex for a one on one grudge match, and our Selonian attacked one of the BH groups.

(I was running Trex as a Nemesis, the Gand as a single Min Group, and the remaining 4 BHs are 2x2 Minion groups).

It was a hard fought fight for the most part, but the Selonian took out one of the BH minion groups without hassle, while our own trandoshan ended up taking a critical hit from Trex (Who has been reduced to 2 wounds), resulting in his incapacitation, Trex was then dispatched by the Selonian.

(These two are a bit monstrous in hand to hand! Trex only got the upper hand when he resorted to his blaster pistol)

After that, they explored the cave, left the lylek alone, and ended up with 2 speeders (Their own repaired, and the Bounty Hunters).

They also have all the bounty hunters weapons… which in hindsight might have been a mistake, as they are now VERY well equipped.

Now for some questions that cropped up:

*When a Minion/Adversary/Nemesis dies, which Initiative slot are you menat to remove?

(I rolled a Green and Purple, and if I succeeded I chose, if I failed, I let my players choose)

*After the encounter, our medic decided to patch up the party, as per the rules, they could only benefit from one check. Since we have ruled that BENEFIT (And I know some might argue this point), we have ruled that a failed check does not count as benefit… sot he medic rolled 3 times for one character, doing nothing on the first two attempts… I could see that being abit silly, but writing it out doesn’t seem too bad, as I wouldn’t expect her to fail that many times too often.

(We have ruled that a Triumph heals an extra wound, unless there is another result she can use, such as healing a Critical hit… which she did).

Your thoughts?

Overall, I think this session went pretty well, everyone seemed to have fun, we seem to be getting to grips with the system, and spending Advantage and Threat, use of Destiny Points seems to be used, although we have invariably ended up spending a point each to upgrade Difficulty, and upgrade an ability die on the same roll (IE: Ill spend one to Upgrade a Purple to Red, and they spend one to Upgrade a Green to Yellow… since the pools have points in both sides, I don’t see anything in the rules that prevent this… correct me if I am wrong please!.... this is what resulted in our Trandoshan getting knocked out – Critical hit granted Trex an immediate additional hit on the same dice pool)

All suggestions and advice welcome!

RD

Sounds like you handled everything well, and correct per the rules where there was any question about it. Not sure about the disappearance of initiative slots, that seems like a fair way to handle it, but I'd probably just remove the slot that was last used by the party that goes down.

As far as the party flipping a destiny as soon as you do, that is perfectly fine as long as they had one to flip. As time goes on they will likely do it less when you do it but more when they feel it is a good idea. I actually started flipping the dark side ones when I wanted to introduce a bit more danger or chaos to a situation. I would explain it as the dark side of the force including the current events or just bad luck. While as the GM that is completely unnecessary it made my players start to respect the points a bit more and decide to use them more creatively as well.