Spending Threat and Advantages in combat for players

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

Hi, this came up in my last session with my friends, While I know the rules confirm this as I checked after the session (stupidly didnt have rules on hand) I just want to get a clear cut answer (and clear up any possible mistakes with the following statement)

When a PC attacks a NPC the player chooses how to spend excess advantages (like activating weapon qualities) and the GM chooses how to spend excess threat (adding strain or removing gained benefit from prior maneuver such as taking cover), Is it the same the other way around? a NPC attacks a PC, GM can spend excess advantages for the NPC like a player would (crits and weapon qualities) and the PC can spend the excess threat (adding strain and whatnot). PROVIDED the GM doesnt have alternate plans for that threat and overrides everything for story purposes.

No.

The players don't get to spend the Threat/Despair of their NPC opponents.

I let my players feel free to make suggestions, especially if I happen to draw a blank as to what to do.

Though ultimately it is the GMs decision.

There are a few talents and pieces of gear that allow a player to use the threat/despair of an adversary against them, but generally it's the GM who arbitrates that.

That doesn't mean there isn't a place for open discussion, though.

You know, it's been a long time since I read those rules, so I'm not going to say I know with 100% certainty, but at our table, the GM always has the say on how to spend threats and despairs, even against NPCs. The GM may opt to take suggestions from his players, or may even hand the task of spending threats and despairs over to them, but it's still the GM's job.

It's the GMs call by default on spending all negative dice results, but they can outsource it if they like.

AoR p. 218

By default, the GM determines how Threat and Despair are spent, although in some cases (such as checks made by NPCs) he may give the players the option to spend these instead.

Edited by 2P51

The rules suggest that players spend their own advantages normally, unless the GM objects and give the GM the task to spend threats for npcs and pcs alike, unless he decides to allow players to spend the threats and despair of npcs, We run with the players doing the npc threats and despair and it works out just fine. Takes a away work from the GM as well. Depending on your group your milage my vary.

In the end every decision in the game is up to the GM, but it usually more fun if players spend up their advantages on their own and it is often more fun too if you (the player) can spend the threats from opposing stormtroopers too ^_^

Rules Reference: 217/218 AoR-CRB, Conflict and Combat chapter in all three CRB.

I think writing a compelling narrative is everyone's job; while the GM ultimately is the final arbiter on anything (being the world) sometimes it's good practice to just point to the person involved in that check about how they would want to deal with the threat; does the character kick the legs out from under them, or do something in that instant that puts them off e.c.t. Of course, GM has final say and the right on whether or not to use it, but it could be fairly useful for keeping people engaged, even out of turn.