Not gritty enough?

By Intys Rule, in Star Wars: Edge of the Empire RPG

I haven't read the rules that much yet, but I was under the impression that it took a week to heal from a crit?

If not, then maby that's a good rule from now on for this group :)

It does, unless someone uses Medicine to fix it during/just after combat. If that check fails, it takes a week. Or a stint in a bacta tank followed by a Resilience check.

I haven't read the rules that much yet, but I was under the impression that it took a week to heal from a crit?

If not, then maby that's a good rule from now on for this group :)

It does, unless someone uses Medicine to fix it during/just after combat. If that check fails, it takes a week. Or a stint in a bacta tank followed by a Resilience check.

The bacta tank lets you attempt the Medicine check once per day I think, but I don't have CRB on hand to verify that.

I haven't read the rules that much yet, but I was under the impression that it took a week to heal from a crit?

If not, then maby that's a good rule from now on for this group :)

It does, unless someone uses Medicine to fix it during/just after combat. If that check fails, it takes a week. Or a stint in a bacta tank followed by a Resilience check.

Naah, it states that a character may attempt one medicine check per week per critical injury.

So unless it's a week between each encounter, you couldn't heal more than one critical injury using medicine.

Of course, it's up to the GM to decide if that's per player, so that theoretically the entire group could take turns and heal someone with 3 or more critical injuries in just one week.

Bacta tanks allow a Resilience check to remove a Critical Injury once every 24 hours. That's on top of the extremely accelerated healing you receive when in the tank, up to 1 wound healed every 2 hours.

Otherwise, yeah, Medicine checks to heal critical injuries can be attempted once every week, and Resilience checks to do the same can be performed after a full week of rest.

Bacta tanks allow a Resilience check to remove a Critical Injury once every 24 hours. That's on top of the extremely accelerated healing you receive when in the tank, up to 1 wound healed every 2 hours.

Otherwise, yeah, Medicine checks to heal critical injuries can be attempted once every week, and Resilience checks to do the same can be performed after a full week of rest.

Also, stimpacks have a diminishing return. Characters must spend a full nights rest or wait at least 24 hours before stimpacks can be used at their full effectiveness again. First stimpack recovers 5 wounds, second 4 wounds, third 3 wounds and so on.

Stimpacks have no effect on Critical Injuries.

Critical Injuries also remain after their effect is over, so they don't just dissapear. Each critical injury sustained adds +10 to the roll on critical injuries until that critical injury is healed, even if the effect of the injury has passed.

(example: if you get a minor nick, a distracion and a stinger, all of those have their effects removed almost immediately. BUT, until you heal those three critical injuries, you get +30 to all your critical injuries rolls)

Edited by OddballE8

I have a campaign with only three ganks and they're all murder monsters. They could rip through three minion groups, so I sent a nemesis grade assassin droid with a flechette launcher after them and it nearly killed the party before they brought it down. Two of them nearly died and now they have a mild panic attack if I mention any assassin droids nearby. Especially two of them.

Fantastic. Got one of my own parties to stay away from an entire planet, despite the cortosis deposits they could have mined, by filling it with Sith alchemy monsters. Even when they were even MORE kitted out than they were during their visit, they refused to go back.

To me, it seems like the OP's GM is simply not reading the rules correctly.

I have a campaign with only three ganks and they're all murder monsters. They could rip through three minion groups, so I sent a nemesis grade assassin droid with a flechette launcher after them and it nearly killed the party before they brought it down. Two of them nearly died and now they have a mild panic attack if I mention any assassin droids nearby. Especially two of them.

Fantastic. Got one of my own parties to stay away from an entire planet, despite the cortosis deposits they could have mined, by filling it with Sith alchemy monsters. Even when they were even MORE kitted out than they were during their visit, they refused to go back.

Heh, I love it when players get combat-shy.

I remember (this is way off-topic btw. Sorry about that), way back when, I got a new Swedish RPG called EON.

It was a fantasy settings game, but unlike DnD (which my players were used to), this was very heavily focused on realism (and magic, but still).

So, I knew that most of the players wouldn't even bother reading the rules, despite me asking them to do so.

BUT, it seems one of my players did read the rules.

Of course, he did this AFTER we had made the characters.

So, during the first session, we had this group consisting of one Elf archer, one Human wizard, one Human thief and one Human barbarian.

The barbarian was the "dps" guy of the group. He had a massive two handed sword and chainmail armour.

So, they get into trouble in a larger town, and they flee from the town guard.

They burst into a house, and the players get to say what they're doing.

The elf takes up position to shoot anyone entering.

The wizard starts working on (very paultry, because starter wizards in that game were... well... weak hehehe) some offensive spells (think less fireballs, more "heat up the armour so it becomes unfomfortable) and the thief gets ready to jump anyone who goes in through the back door.

And then finally, the barbarian gets to decide what to do.

Everyone's counting on him taking up fighting positions and being the main brawler.

He hides behind a door, shouting "do you have any idea how horribly injured you can get from those spears!? I'm not going to fight anyone, I'm hiding!".

Hehehe.

Best sessions I've ever had. The players got a good taste of how easy it was to die (thief got mutilated and wizard almost died, only 2 guards were attacking) and from that day on, they planned their fights in advance and never ever ran recklessly into combat.

They had a ton of fun, though, after they got used to not being Conan the Barbarian.

:D

Edited by OddballE8

Sounds like Shadowrun where no matter if you can summon a spirit the size of a mountain some guy can just waste you with a decent pistol shot.

I'm getting a feeling that this game is too easy.... currently, my party just picks fights left, right, and center. Nobody's been knocked out yet but a few have come close, being left with 2 HP or so out of their initial 12 (?) but even then, the encounter is over, that's 2-3 stimpack's worth of healing, then we bug out and a day or so later, we're on another adventure and everyone's on full health.

What are we doing wrong? I have a feeling the GM isn't scaling the enemies to reflect the party strength (we are usually 4, but can sometimes have 5 or 6 players) but I'm not sure.

Granted, the system is quite forgiving with regards to player death (really only on a nasty critical or -2x the max HP), but I just feel like we're breezing through most fights.

Anyone else have this feeling? What can we do to fix this?

I plan to GM in a few weeks and I'm going to be a bit tougher. Play into their backstory and obligations, make the fights longer and tougher, and get them to double-think before drawing blasters.

Tonally, I run Edge more like a noir story and enhance some of the more brutal aspects of the Star Wars Universe. Slavery and organized crime are galaxy spanning industries, not hard to find the grit. I think that has more to do with how your GM chooses to run.

I haven't tried to kill my players but I easily could without using GM caveat; especially when we first started out. I have delivered some injuries and taken one player down but not out.

One suggestion I might have - hit 'em in the strain management. If they're not coming out of fights gasping for breath, you're not doing it right.

This.

I like to string several fights together, often with running battles between so that the PCs don't have time to recover strain via cool check. Gets the blood pumping a bit.

High soak is a wonderful thing to give the bad guys, too.

High soak is a wonderful thing to give the bad guys, too.

A few months back we ran across a Nemesis NPC we took to calling "Sergeant Killdozer". This guy was a beast, having something like 8 or 9 soak and a particular hatred of one of my party mates. I was terrified of having to fight him, but wound up not having to engage him directly. We dropped the roof of a tunnel on him. I'm sure he's dead and gone forever and not lurking around waiting for his next opportunity...

Edited by Bren Mastigar

If you are going to be GMing I highly recommend giving the Order 66 podcast a listen. I hear they have tons of good gming advice...episodes like the Holocron 2.0, the NPC Deli, The List strikes back are really good. I wouldn't know I never listen.....

A few months back we ran across a Nemesis NPC we took to calling "Sergeant Killdozer". This guy was a beast, having something like 8 or 9 soak and a particular hatred of one of my party mates. I was terrified of having to fight him, but wound up not having to engage him directly. We dropped the roof of a tunnel on him. I'm sure he's dead and gone forever and not lurking around waiting for his next opportunity...

Ah, but did you see the body ??

High soak is a wonderful thing to give the bad guys, too.

A few months back we ran across a Nemesis NPC we took to calling "Sergeant Killdozer". This guy was a beast, having something like 8 or 9 soak and a particular hatred of one of my party mates. I was terrified of having to fight him, but wound up not having to engage him directly. We dropped the roof of a tunnel on him. I'm sure he's dead and gone forever and not lurking around waiting for his next opportunity...

I imagine that session ended with a slow pan over the debris field, the dust still settling, ominous music playing as the camera zooms in. A stack of bricks shifts ever so slightly. There's a scraping sound, and then a hand reaches up from below!

Cut to black.

Edited by Archebius

I imagine that session ended with a slow pan over the debris field, the dust still settling, ominous music playing as the camera zooms in. A stack of bricks shifts ever so slightly. There's a scraping sound, and then a hand reaches up from below!

Cut to black.

I would prefer a cut to black immediately after the bricks shift ever so slightly...

Edited by awayputurwpn