Bending the rules to get 3 maneuvers.

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

Last Friday night I ran across this and wasn't sure how to handle it.

I had a player use two maneuvers to move, (taking the 2 strain for the second maneuver) then he wanted to open an unlocked door. In the core rule book it says opening an unlocked door is a maneuver, but he had already used both of his for movement, so I let him open the door as his action.

Later, another character used his free maneuver to move, his second maneuver to retrieve a stim shot out of his bag, and then wanted to use it. Using a stim is a maneuver, but again I let him use the stim as his action.

Did I do those scenarios correctly, or in-correctly? If a player has used both of his maneuvers, can he use his action to perform something that is ruled as a maneuver in the book?

Thx, Darthslash

EXCHANGE AN ACTION FOR A MANEUVER
A character may exchange his action for an additional maneuver during his turn. He may then perform any
maneuver he would be able to perform normally, fol­lowing all the rules that govern maneuvers. However, he still may not perform more than two maneuvers during his turn, no matter how he gained access to them

I'm afraid this is covered in the book.

One Of The Career Books Has A signature Ability ThatAllowS You A Third Maneuver. I Believe Its In The Enter The Unknown Book.

Yeah. Its Called Unmatched Maneuverability. Three Maneuvers For Two Rounds. I Wouldn't Give Another One Because It Would Nerf This ability

One Of The Career Books Has A signature Ability ThatAllowS You A Third Maneuver. I Believe Its In The Enter The Unknown Book.

Yep. It's the Unmatched Mobility signature ability for Explorers. (p.35 Enter the Unknown). Not only is it a Signature Ability, but activating it takes 2 Destiny. So gaining that 3rd maneuver is a Big Deal™.

Explain to your players that even though they have an Action to spend yet, that there's still a hard limit of 2 maneuvers. If they balk, show them how hard it is to get a signature ability and the significant cost of 2 Destiny compared to merely spending 2 strain. Just because they spend 2 strain before swapping out their action, doesn't mean that they can get a third maneuver.

You wouldn't allow them to spend a maneuver, use their action as a maneuver, then spend 2 strain for a 3rd right? Show them that the order doesn't matter and they can't get around the rules by manipulating the order of their maneuvers and actions.

The Field Commander talent in AoR also allow an immediate maneuver or action by some allies. These do not count against the normal limits of such.

The Field Commander talent in AoR also allow an immediate maneuver or action by some allies. These do not count against the normal limits of such.

True, but it's important to note that those free manoeuvres (and actions) are made out-of-turn on the character with Field Commander's turn. Field Commander won't add an additional manoeuvre for the characters to use in their own turn.

True, but it's important to note that those free manoeuvres (and actions) are made out-of-turn on the character with Field Commander's turn. Field Commander won't add an additional manoeuvre for the characters to use in their own turn.

Right, and basically the same situation occurs when you get a Triumph on your Vigilance check before the start of combat — your “free maneuver” happens before your regular turn, and isn’t counted in the “two max” rule.