Alternative Auto Fire suggestion

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

Technically yes, one crit per hit RAW. Lotsa people houserule the mult crit thing.

A lot of people forget the Auto-Fire problem goes both ways. It almost feels like a necessity to houserule on it, either because one of your players is taking down multiple minion groups a turn or because your minions are instantly killing players on a single good roll with Auto-Fire. Before I started houseruling on it I was terrified of giving any NPCs Auto-Fire weapons. It's no fun for the GM to have all his combat encounters get rolled over and it's definitely no fun for the party when they get TPK'd because a group of pirates happened to bring their automatic weapons that day.

Edited by Galakk Fyyar

My houserule has been to simply treat it like Blast, it can only hit targets engaged with the first. My issue with Autofire has always been that a character could 360 degree spin and wipe a whole room. If they want to clear a hallway or pour fire into a baddie, I'm cool with it. They just can't delete the whole encounter (that's what signature abilities are for!).

What you call a 360 degree spin is actually a short but undefined amount of time spent sending multiple shots out at one or more targets. I've never seen a single Auto-fire attack take out so many multiple targets (mostly due to Soak), but I have seen it drop even the most hardened personal-scale bada$$ in one roll of the dice on many occasions. When it's the planetary-scale Auto-blaster, it goes to plaid.

On 7/16/2017 at 2:52 AM, HappyDaze said:

What you call a 360 degree spin is actually a short but undefined amount of time spent sending multiple shots out at one or more targets. I've never seen a single Auto-fire attack take out so many multiple targets (mostly due to Soak), but I have seen it drop even the most hardened personal-scale bada$$ in one roll of the dice on many occasions. When it's the planetary-scale Auto-blaster, it goes to plaid.

Yeah I just don't see it. I mean, I can "see" it in my head, but I just can't see that aligning with the mechanics presented elsewhere in the game. The most individual enemies any character (to my knowledge) can hit in one "attack" is two (the Gunslinger), and that's with two weapons and high exp talents. So why is it that any average joe can pick up an uzi and drop 2 guys on opposite sides of the room? The only other mechanic that allows you to hit that many targets so easily is Blast, and that is limited to engaged enemies. Thus, that's where I set my limits on Autofire.

Edited by Jasonco2
3 hours ago, Jasonco2 said:

Yeah I just don't see it. I mean, I can "see" it in my head, but I just can't see that aligning with the mechanics presented elsewhere in the game. The most individual enemies any character (to my knowledge) can hit in one "attack" is two (the Gunslinger), and that's with two weapons and high exp talents. So why is it that any average joe can pick up an uzi and drop 2 guys on opposite sides of the room? The only other mechanic that allows you to hit that many targets so easily is Blast, and that is limited to engaged enemies. Thus, that's where I set my limits on Autofire.

Except that is exactly what Autofire does. It lets loose a hail of bullets that can mow down large numbers of targets, or riddle a single target with holes like Swiss Cheese.

10 minutes ago, Tramp Graphics said:

Except that is exactly what Autofire does. It lets loose a hail of bullets that can mow down large numbers of targets, or riddle a single target with holes like Swiss Cheese.

With no regrad for hitting allies, exposes one self, hitting non targets, missing completely. It's that sweet gun from the 5th element. It's magical

14 minutes ago, SkyJedi said:

With no regrad for hitting allies, exposes one self, hitting non targets, missing completely. It's that sweet gun from the 5th element. It's magical

The only way you're going to hit allies is if they're within your field of fire, which they shouldn't be. That's one of the first things they teach in Basic Training. Point your weapon at the enemy, and away from your allies.

58 minutes ago, SkyJedi said:

With no regrad for hitting allies, exposes one self, hitting non targets, missing completely. It's that sweet gun from the 5th element. It's magical

1) Despair on a ranged check hits an engaged ally.

2) Cover is arbitrated and mitigated by the GM, and thus, so is exposure.

3) Threat/Advantage can be spent, as appropriate, for accidental environmental destruction. Edit: also can be used for hitting bystanders, in the case of Threat.

4) Not getting enough Advantage means you can't hit your targets. Hence, missing completely.

Edited by awayputurwpn
3 minutes ago, awayputurwpn said:

1) Despair on a ranged check hits an engaged ally.

2) Cover is arbitrated and mitigated by the GM, and thus, so is exposure.

3) Threat/Advantage can be spent, as appropriate, for accidental environmental destruction. Edit: also can be used for hitting bystanders, in the case of Threat.

4) Not getting enough Advantage means you can't hit your targets. Hence, missing completely.

Exactly. :)

2 minutes ago, Tramp Graphics said:

Exactly. :)

5 minutes ago, awayputurwpn said:

1) Despair on a ranged check hits an engaged ally.

2) Cover is arbitrated and mitigated by the GM, and thus, so is exposure.

3) Threat/Advantage can be spent, as appropriate, for accidental environmental destruction. Edit: also can be used for hitting bystanders, in the case of Threat.

4) Not getting enough Advantage means you can't hit your targets. Hence, missing completely.

Youre totally right, how could.i have been so foolish

21 minutes ago, SkyJedi said:

Youre totally right, how could.i have been so foolish

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So after 5 pages of conversation, it is safe to say that all possible feed back on this topic has been given and that any further participation/conversation is not going to be beneficial.

The great thing about feedback is that it can be accepted or dismissed with out any adverse effect to either party.

1 hour ago, Arrakus said:

So after 5 pages of conversation, it is safe to say that all possible feed back on this topic has been given and that any further participation/conversation is not going to be beneficial.

The great thing about feedback is that it can be accepted or dismissed with out any adverse effect to either party.

Wrong.... :)

On 7/3/2017 at 1:38 PM, FuriousGreg said:

The way we do it is Mods and Jury Rigging etc. that lower the Activation cost only affect the first instance of Auto-Fire after that the we use the unmodified number of Advantages to activate. It's simple and doesn't nerf Auto-Fire but keeps it from getting out of hand.
We are also pretty strict on calling shots prior to rolling so no "I shoot him till he's dead and move on" now it's I shoot A once then B once etc. with any additional activation not specified gets lost.

I like this. It also mirrors real life. The first couple shots out of a full auto weapon are going to hit what you aim at. But after that it is going to get harder and harder. And it still allows modifying a weapon to better handle it like in real life. But recoil is always a factor.

Edited by Daeglan