You're a Natural!

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

How do you feel about the "natural" line of talents that allow a reroll once per session?

And, more generally, how do you feel about once per session talents?

Some questions to stimulate your thoughts on both: are they talents you look forward to obtaining? Are they used every session? Do players ever agonize over using them at the right time? Do you allow them to become usable again in the same session (especially for really long sessions)?

Thanks for taking the time.

I usually use the "reroll" talents very sparingly, and then usually only on a bad Failure.

The once-per-session Force talents that add Boost dice/Setback dice, I use much more readily.

In general, I like the once-per-session talents for their great usefulness, and I understand that they are powerful enough that they must be balanced by being only used every once in a while.

On those rare ocasions when I was on the player side of the GURPS screen, I was always a big fan of the "Luck" advantage, which allowed a re-roll once per session (or more often, at higher levels). So, yeah, I'm all in favor of re-roll talents.

I'm not a huge fan of these... never have been... mostly because I'm so cautious in using them that I usually never use them.

There are some that are worth it because they are powerful and non-combat. Been reading through Enter the Unknown and the Signature ability Sudden Discovery is very worthwhile. It is limited because it is very powerful. It allows you to do more than one thing. It is useful for roleplaying.

At first I wasn't very interested in the Unmatched Mobility right across the page, but looking deeper into the trees, it is growing on me. Again, it is limited because it is powerful. It allows your "do it once per session" to last for several rounds (and ways to increase it a little bit). It is mostly useful for combat but is very cinematic in feel.

In looking at some of the others, I don't feel as gung-ho about... the Colonist has one that allows his skill checks to be better for the rest of the session, which is good if you are a doctor and everyone is wounded, a politician and are talking to a lot room full of important NPCs... but neither is very cinematic, it feels more like a place to montage and cut to the next scene.

The Hired Gun has very powerful abilities. One eliminates all minions, just please describe it cinematically because you already ruined a lot descriptive fighting. The other reduces a lot of damage and lasts for a bit... at least you can call this one after damage is incoming instead of having to waste it anticipating the alpha strike.

Smuggler... yeah... so you have "Run Away!" and can be better at it than anyone else or you can roll a single die in one direction or another. Now in time the later can become more powerful as you could wipe away Despair and can do it more than once... so if you have a long look into the future, go for it.

Many of the others are just speedbumps on the Talent progression ladders. I'm sure I'll use some of them but I know me and many of them won't be used every session as they should be.