Combat Checks vs non-Combat Checks

By Ferretz, in Star Wars: Age of Rebellion RPG

So, this has come up several times in our campaigns, and I would like the forum's thoughts on it.

So, when can one spend Advantages and Threats on bonuses or penalties on the combat table? Some argue that these can be used with Advantages/Threats generated by any skill check, as long as it is in combat. Others argue that these can only be used on actual Combat Checks (using a combat skill to attack).

In the first point of view, Coercion could be, for example, used in combat to give an enemy Setback dice, without the need for any Talents. In the other point of view, combat is more rigid, and Setback dice could only be inflicted on an enemy as the result of an attack.

To me, the first alternative is way to loose, and the other is a bit rigid. What do you guys think?

-Eirik

You could let players use Coercion to add setback dice and/or strain to NPCs in combat, just make sure that it's harder than using the Scathing Tirade talent. Set the difficulty to at least Hard, add 2-3 setback dice for the noise of battle, and let the check inflict a setback die on success and 1 strain for every 2 advantage.

Generally speaking I prefer to leave the bonuses from the combat tables to combat. There's so much more you can do with advantage and threat in narrative gameplay that using it to merely pass on a boost die to someone is, in my opinion, to handicap yourself severely. When making checks outside of combat you should use advantage and triumph to shape the world around you, not just add some dice to other people's checks.

Reading over the rules for combat, especially Peform a Skill Check, Perform a Combat Check og Use a Talents, there seems litte doubt that you can't for example use a Triumph from a Persuasion check to have that bounty hunter firing at you put down his weapon.

Combat Checks are for Combat Skills and they are the only skills that can use generated Advantages on that Combat Table. This is how I read it.

E.

The Tables 6-2 and 6-3 are obviously meant for combat (it's in the title...), but that doesn't mean they can't give GMs and players an idea of what to do with their dice pool results outside of combat. A Triumph, for example, could be used upgrade the ability of a follow-up skill check in a social situation. There's nothing wrong with doing that, especially if it helps move the story along in a meaningful way. Likewise, those tables do not limit what Advantage, Threat, Triumph, or Despair can be spent on in combat (page 205 EotE).

I would recommend that a group, especially the players, but also the GM, don't get too hung up on charts in any case. As the great Figrin D'an said, "Master your instrument, master the music, and then forget all that poodoo and just play."

Well, the issue that keeps coming up is using non-combat skills IN combat, and then using that Spending Advantages in Combat table for the result. How are you guys handling it in your campaigns?

E.

Everything on those tables (except crits and triggering weapon qualities) is so generic, that if you don't allow such uses, I don't know what there's left to do with skill checks.

Does someone really have an issue with insulting Darth Vader so hard he drops his lightsaber? :D

Edited by Juriel

I (generally) require my players to exercise some narrative input, and I worry about the mechanical effects. Helps me out when I'm not the only one being creative!

Sure, narrative advantage/threat uses are the most interesting, but there's so many one/two results of those, that you cannot always come up with something better than 'enh, boost die to next ally action I guess'. 3+ results are easier.

Edited by Juriel

Sure, narrative advantage/threat uses are the most interesting, but there's so many one/two results of those, that you cannot always come up with something better than 'enh, boost die to next ally action I guess'. 3+ results are easier.

It can be a small thing, but I would advise to incorporate narrative results even in 1-2 Advantage realm. Positioning and attitudes can change, a blaster bolt can strike something and cause a bright flash or a loud sound...and never forget the GM's all-purpose tool: "Notice a single important point in the ongoing conflict."