Multiple Strain Relief (Advantage)

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

A player rolled three advantages during an attack. Can he use all of them to heal (restore or whatever) multiple Strain?

Yes.

Gee that was quick, like my very own .. err Rules Holocron! Thanks!

You can also mix and match - with 3 Advantage, your player could trigger a Critical (depending on the weapon's Crit Rating) and recover 1 Strain, or Pass a blue die to the next player and recover 2 Strain, or...

Ok, that makes sense... spendem as you like.

Ok, that makes sense... spendem as you like.

Pretty much yeah. Think of them as currency to buy all sorts of different effects. They can spend them however they want, based on the cost/amount of advantage. They can even replicate the effects of a Triumph for 3 advantage if they really want something super cool to happen. The usual rule being "You're going to spend 3 advantage on one thing? You bet it will be something really 'advantageous', so go for it. "

Or at least that's the rule I work under as GM.

Yes.

And. . . they can use any combination. If they roll 5, they can use 2 to turn on a crit, two more to recover strain and the last to pass a blue to the next person. Or any breakdown totaling five advantage.

Yes.

And. . . they can use any combination. If they roll 5, they can use 2 to turn on a crit, two more to recover strain and the last to pass a blue to the next person. Or any breakdown totaling five advantage.

Provided they don't break the basic rule "If it doesn't say it can be done multiple times, then it can be done only once per roll"

Yes.

And. . . they can use any combination. If they roll 5, they can use 2 to turn on a crit, two more to recover strain and the last to pass a blue to the next person. Or any breakdown totaling five advantage.

Provided they don't break the basic rule "If it doesn't say it can be done multiple times, then it can be done only once per roll"

Well there you go. If that is true (Where is it actually?) all of the posts above are..kapoooey! I don't see where any of the options say they can be done multiple times.

Recovering strain is really the only thing that can be done multiple times.

Recovering strain is really the only thing that can be done multiple times.

I dunno. If you had enough advantage to say...apply a setback die to multiple enemy groups, I'd allow it. "Setback die for you....setback die for youuuu! EVERYBODY GETS A SETBACK DIE!"

Recovering strain is really the only thing that can be done multiple times.

I dunno. If you had enough advantage to say...apply a setback die to multiple enemy groups, I'd allow it. "Setback die for you....setback die for youuuu! EVERYBODY GETS A SETBACK DIE!"

Unfortunately, that isn't supported by the rules. GMs are free to do it anyway.

The rules in fact do support it since they say...

"Keep in mind, these are not intended

to be the only options available. As always,
players and GMs may invent other ways to spend A/Ts
and depending on the specific circumstances of
the encounter, and any option that the players and
GM agree upon can be viable."
EoE CRB column 2 paragraph 1.
Edited by 2P51

The rules in fact do support it since they say...

"Keep in mind, these are not intended

to be the only options available. As always,

players and GMs may invent other ways to spend A/Ts

and depending on the specific circumstances of

the encounter, and any option that the players and

GM agree upon can be viable."

EoE CRB column 2 paragraph 1.

And the CRB also says that each option can only be selected once. I already added the "GMs can do what they please" caveat.

What you said was the RAW don't support his suggestion which is factually incorrect. The RAW regarding Table 6-2 specifically say the list is not intended to be definitive and that other options are absolutely acceptable. That is exactly what KFF did with his idea, which is absolutely both RAW and RAI.

Edited by 2P51

I still cant find the section that limits the number of times you can use an option.

What you said was the RAW don't support his suggestion which is factually incorrect. The RAW regarding Table 6-2 specifically say the list is not intended to be definitive and that other options are absolutely acceptable. That is exactly what KFF did with his idea, which is absolutely both RAW and RAI.

AGAIN, I included the GM caveat IN MY post. RAW is that each option is only selected once. Just because the rules support the GM doing what they see fit doesn't mean the GM doing so isn't overwriting RAW. And you know what? It's OK if they overwrite RAW, as long as they and the players know they are doing so and are both agreeable to the implementation of whatever is being done. I certainly wouldn't appreciate my GM allowing an NPC to pass along multiple upgrades or boosts to his buddies and then turning around and denying the PCs the same advantage.

I still cant find the section that limits the number of times you can use an option.

It says the strain option specifically can be selected more than once, and then fails to list that for anything else. It might be in the Developer Answers thread, but the devs had indicated that unless something statesotgerwisez their tables are meant to be a once per check list.

I still cant find the section that limits the number of times you can use an option.

You won't either. What you will find is exactly the page I referenced "supporting" a GM and players idea to use Advantage and Triumph results in ways that are agreed to and make sense. KFFs suggestion is a good one.

If some PC ends up with a dozen Advantages, honestly making them sort through the whole list to come up with the correct accounting to simply satisfy a chart is serving nothing except to bog an encounter down with nit picky bookkeeping. I makes eminently more sense to just say a round of Boost dice for everyone, slap a simple narrative on that. and move forward.

I still cant find the section that limits the number of times you can use an option.

You won't either. What you will find is exactly the page I referenced "supporting" a GM and players idea to use Advantage and Triumph results in ways that are agreed to and make sense. KFFs suggestion is a good one.

If some PC ends up with a dozen Advantages, honestly making them sort through the whole list to come up with the correct accounting to simply satisfy a chart is serving nothing except to bog an encounter down with nit picky bookkeeping. I makes eminently more sense to just say a round of Boost dice for everyone, slap a simple narrative on that. and move forward.

Yep, the old school wargamers and chess masters in my group are gonna have fun with this, or rather Im going to have fun wrangling them around to this was of thinking. Whew!

I still cant find the section that limits the number of times you can use an option.

You won't either. What you will find is exactly the page I referenced "supporting" a GM and players idea to use Advantage and Triumph results in ways that are agreed to and make sense. KFFs suggestion is a good one.

If some PC ends up with a dozen Advantages, honestly making them sort through the whole list to come up with the correct accounting to simply satisfy a chart is serving nothing except to bog an encounter down with nit picky bookkeeping. I makes eminently more sense to just say a round of Boost dice for everyone, slap a simple narrative on that. and move forward.

Yep, the old school wargamers and chess masters in my group are gonna have fun with this, or rather Im going to have fun wrangling them around to this was of thinking. Whew!

I find thinking of advantage/triumph as "Awesomeness Currency" helps a lot. Try to color the conversation to them in that context. "Ok! So you rolled a Triumph and a bunch of Advantage! Great! What cool stuff would you like to do to make this scene cooler/more awesome?" "Can I shoot at a passing cargo droid's load, and make it go haywire?" "Sure! I'll have it become a hazard for the enemy as they go diving for cover to get out of the way! They've lost the ability to make any maneuvers on their next turn! That will cost you, say, 3 Advantage. But what really awesome thing do you want to do with the Triumph?" "Um...it just happens that our commotion attracts the police, who happen to have an APB out on these thugs! And they start to move in to try and arrest them!" "Sweet! New minion group, directly aimed at the badguys! What luck that the cops aren't after you guys for a change! The thugs decide to engage the better part of valor, and beat feet!"

Poof, you have now used the Triumph/Advantage, in a fun way, that let the player see a direct benefit for thinking narratively, and probably had fun doing it.

In fact, unless you are looking at just like 1 advantage, I wouldn't even look at the chart. Just ask the player what cool thing they'd like to do to alter the scene, and then gauge a cost in your head that seems fair, based on how crazy/elaborate it is. Then run with it. Screw the chart, I hardly pay it any attention when it comes to that stuff.

I find thinking of advantage/triumph as "Awesomeness Currency" helps a lot. Try to color the conversation to them in that context.

I would say that the same is true for Threat and Despair, too.

As GM, when your players come up with these on their dice rolls, try to figure out ways for you to spend them in a way that can make the game more awesome. Up the stakes, and give the players a chance to shine just that much more.

And remember that players should be able to spend the Threat and Despair that you generate on your rolls for the NPCs, and they should be encouraged to try to find more ways to make the game that much more awesome through spending those.

Wherever possible, find ways for your players to make the rolls, and interpret the results. If you could roll green and yellow dice versus a certain difficulty for your NPCs, see if you can find a way to turn that into an opposed roll, so that the players are rolling the green and yellow dice, and you turn your green and yellow dice into purple and red dice for them.

The more rolls they can be making, and the more opportunity they have to bring awesome to the table in their narration, the more they’re likely to enjoy the game. Consequently, you’re more likely to enjoy the game if your players are enjoying it.

This game is very much a collaborative improvisational story creation/telling environment, and the more you can work with your players to tell a bigger and more awesome story, the more cinematic it will feel, and the more everyone is likely to enjoy it.

Edited by bradknowles

I find thinking of advantage/triumph as "Awesomeness Currency" helps a lot. Try to color the conversation to them in that context.

I would say that the same is true for Threat and Despair, too.

As GM, when your players come up with these on their dice rolls, try to figure out ways for you to spend them in a way that can make the game more awesome. Up the stakes, and give the players a chance to shine just that much more.

And remember that players should be able to spend the Threat and Despair that you generate on your rolls for the NPCs, and they should be encouraged to try to find more ways to make the game that much more awesome through spending those.

Wherever possible, find ways for your players to make the rolls, and interpret the results. If you could roll green and yellow dice versus a certain difficulty for your NPCs, see if you can find a way to turn that into an opposed roll, so that the players are rolling the green and yellow dice, and you turn your green and yellow dice into purple and red dice for them.

The more rolls they can be making, and the more opportunity they have to bring awesome to the table in their narration, the more they’re likely to enjoy the game. Consequently, you’re more likely to enjoy the game if your players are enjoying it.

This game is very much a collaborative improvisational story creation/telling environment, and the more you can work with your players to tell a bigger and more awesome story, the more cinematic it will feel, and the more everyone is likely to enjoy it.

True, but I got the feeling the GM's main issue was player buyin to the system, not so much an issue on his end. But yes, the concept works both ways. But if he's anything like me, he got the system just fine, it was getting his players on board that was the biggest hurdle.

SaLUTE! exactly

Yep, the old school wargamers and chess masters in my group are gonna have fun with this, or rather Im going to have fun wrangling them around to this was of thinking. Whew!

;) Edited by NicoDavout