Question about Actions and Maneuvers

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

I have a quick query I wouldn't mind some feedback on regarding maneuevers:

* Dropping a weapon is an incidental.

* Stowing a weapon a maneuver.

* Drawing a weapon is a maneuver.

Could you conceivably spend a single maneuver to just SWAP weapons? No quickdraw talents or anything, just like you're slinging a rifle on your back but drawing a sidearm at the same time. Too much? Take strain? Average (lol) Coordination check? Perhaps a little more unrealtistically, a player has a Vibro-axe drawn but wants to switch to their bowcaster. It's not quite a sidearm, but mechanically speaking it's the same sort of action.

Normally if someone wanted to attain doing something like that, they'd be forced to simply drop whatever weapon they're currently holding instead of stowing it and then drawing the preferred one. They'd just spend a maneuver later to collect it or wait until after combat (unless the GM is an ******* and says "nope you've lost it forever tough turtles.")

I know it's largely up to the GM, but I'm genuinely curious what other people think about that.

That's what the quick draw talent is for. Like you said, it takes one maneuver to stow the weapon and one more to draw the new one. That's too maneuvers, no matter how you narrate it.

The smuggler's book, Fly Casual, has an improved quick draw talent that lets you use it twice per round.

The GM can, of course, change that. But it does heavily devalue the quick draw talent.

-EF

I have a quick query I wouldn't mind some feedback on regarding maneuevers:

* Dropping a weapon is an incidental.

* Stowing a weapon a maneuver.

* Drawing a weapon is a maneuver.

Could you conceivably spend a single maneuver to just SWAP weapons? No quickdraw talents or anything, just like you're slinging a rifle on your back but drawing a sidearm at the same time. Too much? Take strain? Average (lol) Coordination check? Perhaps a little more unrealtistically, a player has a Vibro-axe drawn but wants to switch to their bowcaster. It's not quite a sidearm, but mechanically speaking it's the same sort of action.

Normally if someone wanted to attain doing something like that, they'd be forced to simply drop whatever weapon they're currently holding instead of stowing it and then drawing the preferred one. They'd just spend a maneuver later to collect it or wait until after combat (unless the GM is an ******* and says "nope you've lost it forever tough turtles.")

I know it's largely up to the GM, but I'm genuinely curious what other people think about that.

That's what the quick draw talent is for. Like you said, it takes one maneuver to stow the weapon and one more to draw the new one. That's too maneuvers, no matter how you narrate it.

The smuggler's book, Fly Casual, has an improved quick draw talent that lets you use it twice per round.

The GM can, of course, change that. But it does heavily devalue the quick draw talent.

-EF

That's fair. Personally, I see it could be narrated that you're already spending a maneuver to manage you gear (stowing/drawing/whatever) and it still gives Quick Draw value for the times when you're just drawing a weapon without doing anything else.

Another option is the weapon sling attachment (CRB193). For 100CR you get a sling for your weapon, so dropping it (an incidental) just means letting it go, but not actually losing control of it. The GM might impose a setback die for all actions until the weapon is properly secured, but thems the breaks, right? Also, it has one mod that gives innate talent (Quick Draw).

So for 200 CR you can customize—for the price of one hardpoint—any one weapon to be quick draw-able. Also see filed front sight (CRB190) and shortened barrel (CRB191) for attachments with Innate Talent (Quick Draw) options for pistols.

-EF