*edit*
Edited by Alderaan CrumbsAfter all this time...
3 minutes ago, Alderaan Crumbs said:*edit*
You make a good point, right there.
I typed a bunch up, went to edit it, it got deleted. I said, "Screw it". Ugh. lol
It is a good point, though.
Edited by Alderaan CrumbsAlways
55 minutes ago, Alderaan Crumbs said:I typed a bunch up, went to edit it, it got deleted. I said, "Screw it". Ugh. lol
It is a good point, though.
Here's the email notification some of us would have gotten, if it helps:
Quote.it struck me as odd there's few ways to heal Strain in combat. You can stab a stimpak into a guy who's been bashed by a rancor and give him Wounds back, but if a Stormtrooper zaps them with a stun bolt you're at the mercy of Advantages rolled.I'm sure it's a balance thing to prevent a revolving door of spending/gaining Strain, it's just fictionally weird.
Yep. There was more to add. No biggie. Work interrupted and editing by way of my tablet doesn't always work well...
Thanks a bunch! Your Web-Fu is powerful!
Anyway, I was thinking that stimpaks might heal Strain but then it's a potential revolving door situation. So, just as with starship repair rolls, I was thinking it might work that way with Strain. Again, revolving door. But it's jarring that Strain can't be regained as easily or as often as Wounds. I was hoping to open up the floor to ideas.
Edited by Alderaan Crumbs
Grammar!
I haven't noticed Strain recovery as much of an issue. Technically any roll with Advantages can be turned into Strain recovery, even outside of structured time. You might have combat where you take some strain, and later you use Mechanics to improve a weapon. Narratively your mechanical work soothes your mind and you finally relax a bit, recovering strain from the combat.
Since strain is mental fatigue I could see a stim pack, or other item, reducing strain but adding setbacks. Kind of like drinking a pot of coffee to get over being extra tired wakes you up but leaves you wired and jittery.
I just think it's different. Wounds are actually harder to recover if you don't count stimpacks. Once you've healed a max of 15 wounds with stims (or used Heal 5x), and performed your one "first aid" Medicine check, that's it, barring some rare talents. But strain is much more readily recoverable in this respect, only requiring Advantage, or the end of an encounter, or a long sleep (or session reset) which heals all strain. There are also talents like Mine Over Matter which several specializations have access to, and they allow strain to be healed by flipping a DP.
So all in all, I think it's basically just different.
It's not a "Oh no! This system sucks!" more of a "Huh, I never realized that. Hmmm...". I've thought of a few ways to model things but none feel right.
I just let my PCs shake people awake, throw a bucket of water, etc who are Strained out as a Maneuver. They're at their ST but they're awake.
I also made combat rations that add a bonus onto the recovery check if there's time to take a break and roll one.
I think everyone is trying to allude to the fact that strain is an important resource, especially for more experienced characters and having stimpaks recover strain would severely undermine that mechanic.
It might be a minor taint to the narrative system, but, like you'll see, it seems to work out okay. Plus strain really is pretty easy to recover . . . just not all that easy mid combat, when you are burning through approximately five strain per turn!
We should all contribute to the 'after all this time' thing. (Or post pictures of Porgs. That's good too. But not Pawgs. That means something else entirely. One of my players told me and now I can't unsee it )
I'll start.
"After all this time... some of my players think it's weird that you can, by RAW, kill stormtroopers by shouting at them" (with the Scathing Rhetoric Talent).
But, meh, when something is established as 'A Thing' in the MarcyVerse, it stays A Thing.
I mean, initially, Spaceship Skittles seemed odd, considering we'd just watched the movies to get in the mood, and the hero couldn't ever drag a poxy Sil 3 X-Wing out of a swamp, let along lob it at a giant battlestation. But now there's a hardly a session that goes by without some Silhouette 4 object being launched into something else at terminal velocity.
And let's not even go into the fact (by RAW) that certain characters can have Soak 8+ stark naked out of the shower, and an average person with Brawn 2 can't actually harm them with a knife without rolling a critical, even if that person is asleep and not defending themselves.
Any more?
Edited by MaeloraIts possible with a high WT to get hit with a repeating blaster and not have any degradation to your abilities. Then you get knifed by a jawa and have a leg cut off.
I am glad I havent had anyone get all that skilled with move. It would probably get me out of Star Wars
7 hours ago, Maelora said:And let's not even go into the fact (by RAW) that certain characters can have Soak 8+ stark naked out of the shower, and an average person with Brawn 2 can't actually harm them with a knife without rolling a critical, even if that person is asleep and not defending themselves.
Don't you need to get some damage in to be able to trigger a crit?
Edited by Tom Cruise11 hours ago, Alderaan Crumbs said:
Anyway, I was thinking that stimpaks might heal Strain but then it's a potential revolving door situation. So, just as with starship repair rolls, I was thinking it might work that way with Strain. Again, revolving door. But it's jarring that Strain can't be regained as easily or as often as Wounds. I was hoping to open up the floor to ideas.
My players sometimes are able to buy/find local roots or energydrinks that can be chewed/drunk to regain a specific amount of strain. Most times it is only usefull once per encounter... but the players would fight over this things like over a bottle of heroism +5 (when ever I say: "the merchand has two Crum-Tum-Roots in his outlayings. You know that stuff will give you quite the energy boost when chewed." while there are four players. It is fun to whatch them... .... Hmm am I mean?! )
1 hour ago, Tom Cruise said:Don't you need to get some damage in to be able to trigger a crit?
yes but all you need is one damage and if the Vibroknife of the Jawa is modded it may have a crit value of 1, while the heavy repeatingblaster stands at a crit value of 3.
So while the Repeating blaster in most cases will cause more damage to the WT, the Jawa with his Knife may only do minor WT damage but get a lot +10 to his crit roll (visicous and extra advantages) and maim your leg or cut your throath (135 - Bleeding out)
Quit funny if you think about it... and one of the reasons my players will run into tropps of blaster (any kind) wielding foes with a smile, but if I tell them there is just ONE (grumpy looking) Wookiie with a vibroax no one will walk around the corner first .
9 hours ago, Maelora said:We should all contribute to the 'after all this time' thing. (Or post pictures of Porgs. That's good too. But not Pawgs. That means something else entirely. One of my players told me and now I can't unsee it )
I'll start.
[...]
Any more?
After all this time (ok not to much time since the sentinelsplat is not too old yet) it wonder really that you'll have to throw in lots and lots of money into building a strong weapon (vibroblades or heavy blaster rifels) with a high amount of time (due to tables) and heavy skill checks, while at the same time the most powerfull weapon the lightsaber (ok the standard lightsaber isn't the most powerfull in comparison to the other lightsabers but you get the gist) will only cost measly 100 Star-Bucks (oh my gosh that was lame -.-) and need 6 hours and a medium skill check, if your not happi with what you got you can try and try again (as long as there is enough downtime of course) until your happy with your hilt so the threads and despairs wont bug you really with this thing... with the remodeling rules (yeah optional but they are there) you can even reduce the cost of each next try by 50%.
(for real cheese build a hilt until you get one triumph and choose the point to reduce the difficullty of all moddings on the crystal by one, put in your crystall mod it up to highend, take it out of the hilt and remodel the hilt until it looks the way you like it and put in the Crystal again)
With a reasonable cool or discipline, you get up to 6 strain back per encounter with just 3 dice, before using advantage, some strain recovery talents and even the flow force power, there are many ways to recover strain, wounds not so much
After all this time...
I still have to explain distances in an encounter beyond just saying "this badguy is at long range, this one is at short range and this one stabbing at you is engaged."
After all this time...
I still have trouble coming up with more creative uses for Destiny Points than upgraded dice.
After all this time (one year)...
I still have not actually played any of the SWRPG's.
36 minutes ago, Absol197 said:I still have trouble coming up with more creative uses for Destiny Points than upgraded dice.
Please let me know when you crack that particular nut, because I have the exact same problem.
After all this time...
One of my players still won't stop asking me if he can aim , for every type of skill check.
*facepalm*
39 minutes ago, kaosoe said:After all this time...
One of my players still won't stop asking me if he can aim , for every type of skill check.
What...
How...
I don't...
I'm yet to play my first game, and even I understand that ruling. And I'm pretty **** thickheaded.