Sorry in advance for the long bullet point list.
A while ago, I came off as (perhaps) a little too ranting when I came out of a game session. I had a bucket list of adjudication questions I couldn't find the answer for, and I blamed the ruleset for "having to eyeball everything". Now, after many more hours I realize I LOVE the ruleset, my group loves it too, and I didn't listen to a lot of Order 66 podcasts. My past experience with d20 games, GURPS, Shadowrun, and other "a rule for every situation" games had clouded me the benefits of ambiguity and excessive micromanagement that didn't necessarily translate into more enjoyment at the table. I realize that now.
But, in a constructive spirit, I can't but come out of game sessions, as a GM, with quite a few questions I noted while GMing. I'm trying hard to create a fair and balanced experience with the rules and setting, but not every question can be answered with a "as the plot requires" answer, since consistency does have its perks in the long run. The Star Wars universe is full of so many interesting elements, including a ton that you can't infer from real world science or common sense, that I end up wanting to know a lot of things about it to generate a consistent world with believable characters involving logical and sensible motivations. I think it helps the suspension of disbelief and general sense of immersion if I do answer them in the player's interest.
So, here a few rules and GM adjudication questions I had after our last weekly 16-hour-long marathon...
- Using Move to tear metal beams and other terrain features out of the way, Galen Marek-style: how far would you let players tear duracrete/durasteel walls, floors, ceilings, antennas, blast doors, etc. If one has enough force pips to lift a freighter or three, would you allow him to bend metal, and if yes, how you you limit it?
- Similarly, a player asked if he could Force Move starships in space, from spaceship to spaceship.
- This made me think of Force powers and Line of Sight. How do you adjudicate out of sight targets? For the moment, I tell my players that Force sense, with enough rage upgrades, would allow them to "sense" their target, and immediately after using Sense, use other powers on what they Sense.
- Beyond extreme range, if someone keeps putting more pips into more range bands, would you allow Force powers to reach planetary-scale range bands like Close or Short?
- What happens when you use Misdirect to hide vehicles? Do you allow it? Can this make a group of passengers unseen? What about terrain features, walls and such? I told my players that for the moment they needed the Force illusion upgrades to affect terrain, like doors or windows.
- What do you do versus Hit and Run tactics employed by the PCs, using line of sight and solid cover to move-attack-move back? I have a player who uses this tactic a lot, and clears whole rooms without getting hit back (other PCs end up "tanking" for him). What should I make my NPCs do versus that, tactically, so that their own tactics rival with that? This hit-and-run tactic seems to be ways better than using cover, depending on the terrain feature (forest or duracrete walls). I know it is Strain intensive, but usually fights are over at that point.
- A pretty common question: managing players with high dice pools + Jury Rigged + Autofire. I don't want to house rule anything, because the player did everything by the book, but he easily deals between 50 and 135 damage per round, and with the ability to get Breach 1 once per session (Hired Gun -> Heavy), he can clear entire rooms, and not just minions. How can I keep challenging the party without upping the WT/Soak of enemies (which would direly affect the less optimized PCs and increase the gap).
- Do you house rule the Pressure Points talent (Doctor)? I'm thinking in advance here. I'd like to hear what people think.
- How do you manage PCs (ab)using skill checks for strain recovery? I've noticed players using their high skill checks, either in combat or out of combat, to regain Strain by intentionally attempting tasks they can easily succeed. The most obvious instances are easy to spot, but with skills like Perception, it's less blatant.
- While the rules usually allow for only one skill check per action, there are exceptions and cases where a PC might be able to roll two (or more!) dice pools in one round. When PCs use multiple skill checks in one round: do you let players recover/lose strain for each, do you activate all Triumphs this might generate? For example: opposed skill checks on some Force powers, like Move for ex., involve a skill (Discipline vs. Athletics) to Disarm someone, and then a ranged attack using Discipline to hit someone with the now out-of-grasp item. Another example is a Piloting check used as a maneuver in the same round as a Gunnery check (and, spending System Strain + Strain, he may even use a second maneuver and have a second Piloting check). This creates more than one instance where players can "regain Strain". And also, opportunities for Triumphs, Despairs, Threats, etc. But sometimes, the risk of Despair is not big enough to compensate for the perks a bunch of advantages/triumphs may warrant. Do you simply disallow the use of those to the PCs? Do you let them regain Strain or else? Do you narrate all those results?
- Do you roll only one dice pool when a PC attempts a task versus opponents of diverse skill levels? Whats the consistent way to adjudicate opposed checks versus groups?
- How do you determine who has to spend an action doing a Perception check or doing a Stealth check? How do you "reverse" all those dice pools?
- How extensively (or not) do you allow passive 'no-action-required' Perception/Vigilance/Resilience/Athletics/Coordination/Discipline/Cool/etc., and if so, how do you treat all those results generated if it's mostly advantages and Triumphs.
- In general, there are situations when you are turning your skills into Red/Purple, and other times you have to roll Green/Yellow versus similar effects. How do you tell who is acting/reacting? This is especially important with Talents benefiting only defensive or offensive uses of a skill.
- Do you turn Boost Dice into Setback Dice (and vice versa) when Talents/Items/etc. grant them to skills that are used "in reverse"? How far do you "reverse" dice pools? Are you fairly strict or more open about doing that?
- How far above the Strain threshold do you track Strain, or is this irrelevant? Do you make Strain in excess of ST overflow into Wound Threshold at some point? I'm thinking Stun settings of Blasters, and Ion weapons (incl. vehicle-mounted) versus Droids. They can generate a LOT of Strain at once.
- Can vehicles attack targets that are engaged with them (at "Engaged" personal range)? Do you use the personal scale with ground vehicles like Walkers? How do you adjudicate meleers versus vehicles? Can they start attacking parts/components? How do you rule the often seen "hop on the tank, lift the hatch, throw grenade", "hop on, lightsaber the hull, enter the tank, kill the crew" or the general targeting or components using personal weapons?
- Do Crits from personal weapon affect Vehicles? Can this result in a skillful player blowing up a Walker simply stacking crits on them?
- Detectors, scanners, both on ships and held by PCs: how do you rule ranges, how much detail do you allow, how much does it "see through"? Do you require checks for items that "detect lifeforms all around you" or "detect any movement"? How do you manage player expectations vs. spoiling the fun/plot ?
- And lastly, a pet peeve of mine: communications across the Galaxy. What items/gear/infrastructure (apart from the Imperial HoloNet) allows comms across sectors/systems (subspace & far), through hyperspace (hyperspace & far), and between subspace and hyperspace (far)? I've been ambiguous with the PCs up to that point, but now that they captured a non-Imperial communication tower, I'd like to know what it can or cannot contact.
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Edit: I may have found an answer in Suns of Fortune:
[...] Long-Range Transceiver (p.100)
«[...]hypertransceivers are used for nearly instantaneous, faster-than-light communications between star systems. While not as advanced and efficient as those linked in to the HoloNet, hypertransceivers can send messages several light years, [...] Most planets in the galaxy are integrated into a local subspace network independent of the galaxy-spanning HoloNet, with hyperspace transceivers on deep-space relay satellites to create sector-wide communications grid. Most starships have hypertransceivers to send long-range messages and transmit distress signals. [...] Utilizing local subspace systems, [...] transceivers can potentially send a message anywhere in the galaxy, routing the transmission across networks. [...]»
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Edit: I may have found an answer in Suns of Fortune:
God, that's a looong list. I'm sorry if it's all bunched up, but I didn't want to start 20 threads...
Edited by BarbeChenue