Multiple GMing questions

By hyphz, in Game Masters

I recently tried running FaD for the first time, and while it went well I had a few issues that I'd like to ask about - mainly to see if I'm interpreting things right.

1. If a character has the Force Heal power, can they just spam this in unstructured play with no time restrictions, to potentially heal every other PC to full between every encounter?

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

3. Is Autofire too powerful? Multiplying the damage total based on a number of Advantages seems extremely strong. In the Hidden Depths adventure, Ironarm was killed in one hit with an autofire blaster in the first round, and it tends to create the "shoot first = shoot last" initiative problem.

4. Is having a Stat of 5 at character generation simply a better choice? Based on running a simulation it seems that Stat 5 is universally better than Stat 4 (even at other skills!) up to Knight level, and much better at target skills than Stat 3 with only a small tradeoff.

1. Heal works like stimpacks, so it is limited,

2. Sure, why not. It's my biggest complaint in action movies, "pick up some ammo dumbass!!!"

3. I think so, have a houserule. Probably best if you just search the forums for the numerous threads as opposed to derailing this one into the mess it will become if you ask too hard.

4. It's better for whatever checks you use that stat for, but invariably a PC sucks at a bunch of other stuff that they will regret.

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

Just keep in mind the limits of the characters' encumbrance threshold. If they each loot a few small items and don't overburden themselves, then it's probably okay to let them take a few mementos of battle. If someone's walking around with a dozen blasters on top of their normal gear, feel free to audit what they are holding. Ask them to keep in mind what their characters' personal beliefs are. Would someone from their background and culture take issue with robbing the dead, or do they come from a more mercenary culture? Sometimes, it's also okay to rule that a particularly expensive piece of equipment you don't want them having access to is damaged by the battle.

But in the end, selling objects and earning money can make for a role-playing experience in its own rights. Getting a fair amount of money from the sale may be a challenge, or the PC's may find it necessary to make an expensive repair to their ship before they have a change to blow the money on whatever it is that you don't want them to acquire yet.

4. Is having a Stat of 5 at character generation simply a better choice? Based on running a simulation it seems that Stat 5 is universally better than Stat 4 (even at other skills!) up to Knight level, and much better at target skills than Stat 3 with only a small tradeoff.

All my players went for 3/3/3/3/2/2, but one; he took 4/3/2/2/2/2. And he's been grizzling constantly about how he's far worse of than the others, for around the first 300 XP. I have no experience with a 5/2/2/2/2/2; just imagining it would be even worser.

And yes, the greens will bring you success, but the yellows will make it extraordinary and memorable.

Edited by Grimmerling

I recently tried running FaD for the first time, and while it went well I had a few issues that I'd like to ask about - mainly to see if I'm interpreting things right.

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

If their characters would loot enemies for equipment, then yes that's what they are supposed to do. On the other hand, there's a reason soldiers on the battlefield don't pick up the weapon of every fallen enemy--not unless they have some means of transporting those weapons. And while the guns will bring a tidy sum, nobody's gonna pay full price for a cartload of used, bloodied blasters. Not to mention, there's plenty you can do with those weapons that has nothing to do with credits, depending on if you're running AoR or EotE. Turning them into the Rebels? You can give them Duty with a credit bonus, since the Alliance sure isn't made of money. Higher Duty probably also means . If you're off-loading blasters there's also the chance that Obligation comes into play, as the crime boss who owns your debt hears about those guns you're sitting on and wants a cut of the action (no credits but you pay down some Obligation). Maybe running guns steps on somebody's toes and you gain a source of Obligation held by some unfriendly and unforgiving pirate types. The key is to let the players have their bounty, and to let it benefit them, but also to use the complications to fuel further adventure.

3. Is Autofire too powerful? Multiplying the damage total based on a number of Advantages seems extremely strong. In the Hidden Depths adventure, Ironarm was killed in one hit with an autofire blaster in the first round, and it tends to create the "shoot first = shoot last" initiative problem.

Autofire is quite powerful, but since using it requires two advantages on top of the increase in difficulty, I find it's not game-breaking.

Also, remember that you don't multiply damage. When you spend your two advantage to activate Autofire you deal an additional instance of damage. The enemy is shot twice and soaks both shots, it isn't one huge shot.

That's still wicked deadly, of course, but that's the way the game plays sometimes. Stormtroopers should be dropping like flies anyway--there's always more of them! If you really need your baddies to stay up remember that you can have them use minions as ablative armor (use the Squad rules from the Age of Rebellion GM kit for this). A bad dude will probably have two or three goons to take shots for him. Oh, and don't forget about ranged defense, setback from cover, the Dodge talent, Adversary, stimpacks, etc.

And if you want to be really mean, give a couple decently skilled enemies Autofire weapons.

4. Is having a Stat of 5 at character generation simply a better choice? Based on running a simulation it seems that Stat 5 is universally better than Stat 4 (even at other skills!) up to Knight level, and much better at target skills than Stat 3 with only a small tradeoff.

I've made it a house rule that you don't buy Attribute 5 at character creation. It makes for PCs who can barely contribute much outside their specialty. Attribute 4 is plenty and with Dedication you can eventually get it to 5 anyway. But I didn't do that because it's the ultimate power game choice and I wanted to quash people's fun--honestly I just think it makes for a pretty poor PC. Other people will have different opinions, of course.

I highly discourage 5s at character creation. My games tend to require diversification. I split the party a lot and folks have to make some tough calls on who with what skills go where. My troupe seems to tend towards 3s and 4s.. with that one guy who takes a 5.. it works. If everyone overspecializes it makes it harder not easier.

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

If you don't want them looting, you need to give them a reason to move on: too many reinforcements moving in, the bomb is about to go off, the antidote needs delivery, etc. The reason looting isn't really part of Star Wars is because every scene is a frantic race. Even after the final showdown with Vader, Luke had to hightail it out of there because Death Star 2 was about to explode.

4. Is having a Stat of 5 at character generation simply a better choice? Based on running a simulation it seems that Stat 5 is universally better than Stat 4 (even at other skills!) up to Knight level, and much better at target skills than Stat 3 with only a small tradeoff.

If all you have are shootouts, with no stealth, face time, skulduggery, piloting, astrogation, perception, vigilance, cool, knowledge, ETC...then yes. They'll never see an ambush and they'll be slow on the trigger, but if they live through the first round, when they do finally find the trigger...they'll be GODS.

Sorry, a bit of friendly sarcasm :) If you want any variety at all in your games, you'll encourage the players to spread their characteristics and XP spending out. One way to do that is make sure to challenge them in their weaknesses. The first time the 5 Brawn Wookiee fails his Fear check because he has 2 Willpower and no Discipline, he'll never live it down...

All my players started with 3/3/3/3/2/2. They were pretty happy with it, and when they hit Dedication they were thrilled.

Hey dude, glad you are having fun with FaD! There's some great answers in this thread so far, here's my stab at it:

1. Spamming Heal Between Encounters:

2P51 speaks the truth. Check out Force and Destiny page 293 for the details. So if you want your PCs to be carrying wounds from encounter to encounter (as would be appropriate if they are on the run, still slogging it out with Imperials/Bounty Hunters/whatever) play it strict to the stimpack restrictions. That said, a PC with Heal is a good excuse if you want to top up the PCs if the next encounter takes place after a good amount of time.

2. Looting The Bodies

Some great advice on this has been posted. I personally look to the Star Wars cinematic material on this issue and provide situations to match. Han and Luke grab Stormtrooper kit early on in their adventure on the Death Star and retain the carbines and utility belts for the duration. To me, that's fun and narrative. What we didn't see was Han stop, tell Chewie to grab a bunch of E11s and stormtrooper armour, so he can sell it to the Rebellion and pay off his bounty. That doesn't fit too well with the fast paced, cinematic play I prefer. But, maybe the Quartermaster Sergeant styled PC convinces the group to pack a few extra blasters each to take back to base, so they can outfit the local insurgents a party of SpecForce operatives is training. It's all about what feels right for your game.

A few more questions to ask: How are the PCs finding a buyer for stolen Imperial weapons? Do they need to use a contact to find a buyer willing to deal in hot merchandise, and does that contact want a finder's fee? How are these weapons being transported? What happens if the PCs get boarded and searched? How much are buyers willing to spend on stolen merchandise, 20% of market price?

3. Autofire

Autofire is pretty amazing. However, I think we need to remember all the core book autofire weapons are Cumbersome and most are Restricted. In terms of props, they are all based on machine guns. The Autofire rules are probably a little too good, but there is some narrative balance to be had by the fact the PCs are walking around with HUGE rifles/repeating blasters. Not that big a deal if they are Rebel soldiers on the battlefield, but walking through a pseudo-civilized spaceport with repeaters ought to create some serious problems.

4. Stat 5

As said above, hit them in the dump stat :P . Create interesting encounters that require skills like Athletics and Coordination to move around in. From time to time use threats skilled at ambushes with good Stealth and Cool to test the PCs Perception and Vigilance. By no means am I advocating constant punishment, but these other skills exist for a reason and I recommend putting your PCs in situation where more well rounded characters can excel.

Happy gaming.

So I have a question too. So far I have run the beginner game, which is obviously meant to be really easy, and I have run the CRB game (both are for Edge) and they both times, my PCs have taken a max of 6 wounds in any given battle, which they just use a stimpack to heal after each engagement. I am hoping that most combat isn't this easy. I am thinking I might just add an extra enemy on some of the published encounters. Like 4 storm-troopers in each squad instead of three.

Stimpacks get more useless as the day wears on (5 to start, -1 each successive time), so if you had multiple brief skirmishes you will wear them down.

All my players went for 3/3/3/3/2/2, but one; he took 4/3/2/2/2/2. And he's been grizzling constantly about how he's far worse of than the others, for around the first 300 XP. I have no experience with a 5/2/2/2/2/2; just imagining it would be even worse.

Buying a 2 stat up to 4 is the worst idea possible: but buying a 3 stat up to a 5 leaves you better off. Here was the math I ran:

Let's take Presence and Will as an example. Presence has: Charm, Cool, Leadership, Negotiation. Will has: Coercion, Discipline, Vigilance.

Medium stat guy takes a race with 3 in Presence then Will 2 stat up to 3 spending 30 to do so and then buys 2 ranks in the connected skills for Presence - Charm, Cool, Leadership, Negotiation. So their Presence skills are at yyg and their Will ones at ggg. In the first 150 xp they can buy 3rd and 4th ranks in the 4 Presence skills and have yyyg in those and ggg in their other skills.

Stat mad guy takes a race with 3 is Presence then buys it up to 5 to instantly have ggggg in its base skills which is better than anything with less than 5 dice (except yyyy, which Stat 3 guy can't get before Dedicated). He then spends his first 150 xp levelling up the other skills, and by 150 XP he can buy 3 ranks in 2 and 4 ranks in 2. So he can have ggggg in his specialist stat skills and yygg or yggg in his others, and he isn't tied to having them all be in only one stat. So he is better at his specialist skills (ggggg > yyyg) and his non-specialised skills (yggg >ggg) than the first player.

Don't even start on the benefit of making the 5 stat be Brawn (for combat skill and hitpoints) or Intellect (for 10 skills)

3. Autofire too powerful? Yes. I had a PC fire and he kept firing over and over. So many battles have ended in the first round. But like someone else mentioned. You can't just walk the streets of most cities with a restricted weapon. It's like walking into an office building with an Assualt rifle, people are gonna react.

So I have a question too. So far I have run the beginner game, which is obviously meant to be really easy, and I have run the CRB game (both are for Edge) and they both times, my PCs have taken a max of 6 wounds in any given battle, which they just use a stimpack to heal after each engagement. I am hoping that most combat isn't this easy. I am thinking I might just add an extra enemy on some of the published encounters. Like 4 storm-troopers in each squad instead of three.

Like whafrog said, when you run into multiple combat encounters within 24 hours, bolo a medical check after one encounter, and don't have access to a Bacta tank, things get 'dicier'.....

Stat mad guy takes a race with 3 is Presence then buys it up to 5 to instantly have ggggg in its base skills which is better than anything with less than 5 dice (except yyyy, which Stat 3 guy can't get before Dedicated).

If you haven't played, you won't get how important even a single yellow is. GGGGG might be better for success, but doesn't provide nearly as many Advantages or Triumphs, which is what distinguishes this game from, say, D20, and makes things far more interesting. Never mind that your math doesn't take into account any Talent purchases, which is where a lot of the gravy resides. No Grit, no Toughness, no Quick Draw, Rapid Reaction or any of the numerous tactical management capabilities that are available.

But, hey, you sound convinced that the math and your method is sound. I'm not going to argue about it, it would just be a repeat of what's already been said.

Try it out with a bunch of 5/2/2/2/2/2 characters for several sessions and see how it goes. If each player is a different "type", and you do any kind of challenge of the player's weaknesses (like Fear checks, or situations where you need more than one medic, or tech expert, or shooter), then I can almost guarantee all but one of the players will be frustrated at any given moment.

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

My big question here is: Are you tracking the encumbrance? Are you selling at the 25% starting sell rate? Are you classifying looted Imperial combat gear as Restricted, or legal?

All those things can make a huge difference. The sale pricing and Enc especially tend to resolve over-looting pretty quick simply because the enc:value ratio isn't that great. I mean... 12 Blaster Carbines... at 3 enc each that's 36 total enc. Split between a party of four that's 9 Enc each. Assuming the characters have an ET around 8, and at least 4 of that is taken up by personal weapons an gear already, that's and overload of 5 Enc... which translates to what? ■■■■■ to all Agility and Brawn checks in addition to any other negative modifiers they already have?

I've seen the "Pockets" build where someone buys all the Enc adding gear they can at start which can make looting more viable, but even then you'll have narrative hilarity when you realize what a character like that looks like.

2. Are characters supposed to be looting fallen enemies for equipment? It seems a fair bit more D&D than Star Wars, but it's hard to argue against. The issue is that after defeating a couple of groups of Stormtroopers the group then had 12 Blaster Carbines to bootleg to the Rebels, potentially bringing a large number of credits into the game.

Encumbrance isn't just a good idea. It's a rule.

I'm not quite sure how F&D addresses the topic, but EotE suggests that sales of common stolen items typically happen in bulk. Narratively speaking, those in the market for weapons during a war aren't looking for one or two blasters, they want crates of the things.

I'm going to be devils advocate and say Encumbrance should not be the first way to handle looting. I like that it's there if people want to abuse a situation, but most of the time it's boring and tedious to figure out, and does nothing for the story. Keeping the party and story moving solves the problem and is far more interesting to boot.

Now if it figures into the story, like a player picks up an E-Web and has to keep up with the rest until they find a good ambush point, then it's useful.

I have to admit I don't sweat Encumbrance too much, I just shoot for realistic. Anybody who has humped gear and weapons knows they're a pain in the ass, so I just use that as a yard stick and go with what makes sense and skip the math.

Stat mad guy takes a race with 3 is Presence then buys it up to 5 to instantly have ggggg in its base skills which is better than anything with less than 5 dice (except yyyy, which Stat 3 guy can't get before Dedicated).

If you haven't played, you won't get how important even a single yellow is. GGGGG might be better for success, but doesn't provide nearly as many Advantages or Triumphs, which is what distinguishes this game from, say, D20, and makes things far more interesting. Never mind that your math doesn't take into account any Talent purchases, which is where a lot of the gravy resides. No Grit, no Toughness, no Quick Draw, Rapid Reaction or any of the numerous tactical management capabilities that are available.

But, hey, you sound convinced that the math and your method is sound. I'm not going to argue about it, it would just be a repeat of what's already been said.

Try it out with a bunch of 5/2/2/2/2/2 characters for several sessions and see how it goes. If each player is a different "type", and you do any kind of challenge of the player's weaknesses (like Fear checks, or situations where you need more than one medic, or tech expert, or shooter), then I can almost guarantee all but one of the players will be frustrated at any given moment.

I actually thought it would work exactly that way - but the math I tried and the discussion pages I found both found that advantages and successes are proportional on player rolls, so there's no "better for advantages/better for successes" tradeoff actually going on (which was actually a big disappointment to learn) with the exception of Triumphs.

And you're quite right, with 5 biases the players are frustrated quite often, but the argument is always "but it's worth it for the super success when it matters" :( . More of a problem is that by min-maxing that heavily the players essentially make it so that the results of most rolls are highly predictable in advance, meaning that is GM I have to choose between deciding that they succeed or deciding that they fail, and can be blamed for that decision!

And you're quite right, with 5 biases the players are frustrated quite often, but the argument is always "but it's worth it for the super success when it matters" :( .

Consider running the Beginner box (modified as needed now that you know how the game works), with the pregens that come with the game. They might be pleasantly surprised to be able to be useful in more scenarios.

And you're quite right, with 5 biases the players are frustrated quite often, but the argument is always "but it's worth it for the super success when it matters" :( .

It isn't though if you're incorporating the multitude of checks that you could. More often than not they should be presented with situations where they aren't doing well at all.

Depending on the scenario a 5 stat might never be used. I've run sessions where there wasn't a single shot fired so Mr. 5 Agility or Brawn is sucking wind on their Perception checks to spot the traps.

When they are confronted with the non corporeal Sith spirit most of them should botch the hell out of their Fear check.

When they're captured and are being interrogated the non social stat folks should fold like a house of cards to the Coercion checks.

If their Presence guy isn't around they can't Charm, they can't barter, they can't lead.

Collectively they can't sneak into anything because no matter how sneaky the sneaky guy is, if everyone else sucks at it, he's caught.

The point is if they all go the 5 stat route, then most of them should be failing something spectacularly every session, and they should be failing multiple checks. Those checks should matter.