Engaged or not engaged, that is the question...

By theclash24, in Star Wars: Edge of the Empire RPG

My players are better about it now. I told them straight up, after a session, the combat isn't meant to be super tactical. They don't need to optimize and micromanage every single use of advantage. Every turn and advantage spend became a group effort. We haven't had a very involved combat since then, but the little skirmishes they have gotten into have gone quicker and more smoothly.

theclash24, you can skip large portions of the Order 66 podcast where they're just chatting with each other :)

Personally, I listen to it on 1.5x speed or even 2x speed with the Podcasts app on my phone. The pacing is just a little too leisurely for me to do it any other way.

Ya I'll chat and go over some rules a bit as well as maybe make the battles a bit more dynamic with different minion groups so they have to think a bit harder.

In real life engaged range is roughly 21 feet. Longer with a longer weapon. As in a person at 21 feet can kill you before you can draw a weapon.

In real life engaged range is roughly 21 feet. Longer with a longer weapon. As in a person at 21 feet can kill you before you can draw a weapon.

How'd you get that number? I'm thinking maybe 3 to 4 feet is average arms length. So common brawling engaged range. Than add maybe sword another 4 foot average reach. So max 8 foot swing - 10 at the most with a nice step into the swing or step into the punch. A spear maybe gives you another 5 foot.

Edited by theclash24

In real life engaged range is roughly 21 feet. Longer with a longer weapon. As in a person at 21 feet can kill you before you can draw a weapon.

How'd you get that number? I'm thinking maybe 3 to 4 feet is average arms length. So common brawling engaged range. Than add maybe sword another 4 foot average reach. So max 8 foot swing - 10 at the most with a nice step into the swing or step into the punch. A spear maybe gives you another 5 foot.

Depending on who conducts the training. 18-21 Feet is what is taught for the max distance a person can close with a knife before a person can draw a pistol from a holster and accurately fire.

The numbers you put up are are a good example of the reach someone can have, but it only considers standing still to a step out. The extended distance is for moves like lunging, running, jumping, etc..

Depends on the situation. In certain cercumstances, an entire room may be considered engaged as it's very feisable for that person to engage you in constant short range combat. Remember that strictly speaking a round has no fixed duration and can be anywhere from 6 seconds (not suggested by the system, but a unspoken expectancy from most who have played DnD) to 1 minute to 5 minutes.

To that extent, i would consider 12 feet (roughly translates into 4 meters) to be considered engaged for that reason. Especially for groups as not all of them might have a clear shot as he puts their comrades between them. I also would dismiss the motion that a melee combatant is "stationary" during a fight; they might be moving around as they fight; just not effecently enough to be a full manovers distance. So as that person fights the spread out group; that maraulder may be moving along the chain.

I generally wouldn't spread groups out so thinly though; Groups are meant to be squad based behavour, so a "group" of 20 spread across could be 5 lots of 4, 4 lots of 5 or any number. What groups repersent is minons coodinating directly with their group to preform actions and to present a lot of minons without necessarily ovewheming the players with 20 attacks, one from each guy. Only the most hardened PC can't hope to hold out against that.

Most likely implementing the upgrade only against the one minion within the group. Adding less minions per group and adding more groups and or several threats like rivals. Also implementing a smaller window to converse about tactics during combat because that is where the number crunching and OOC mechanics get to much of players.

An option I have used to keep everyone involved is splitting up initiative rolls. If a player rolls the highest initiative they get first choice as to if they want to use it. If they desire they can offer up their slot for a group choice of pc, but they always get over ride for their slot when they roll. It won't make the mêlée character get ALL the glory, but it allows them to take some when it works for the story.

An option I have used to keep everyone involved is splitting up initiative rolls. If a player rolls the highest initiative they get first choice as to if they want to use it. If they desire they can offer up their slot for a group choice of pc, but they always get over ride for their slot when they roll. It won't make the mêlée character get ALL the glory, but it allows them to take some when it works for the story.

I sorta like that too