Limited Strain Recovery?

By c__beck, in Genesys

I noticed that in Table I.6–2: Spending (A) and (T) in Combat it doesn't say you can spend advantage multiple times to recover strain. I remember that the SWRPG books specify that you can do it more than once. I don't see anything on the prior page with regard to choosing options more than once, either.

Indeed, I'm not seeing any verbiage in the tables or game text that would imply anything on the table can be used more than once per roll.

Am I missing something?

Interesting; the option is there at least, but you are correct that it doesn't implicitly say you can spend that option more than once on a roll.

I wonder if that is intentional.

They left it out of F&D as well. I find it untenable personally. My caster is burning a **** ton, he needs those Advantages.

But I guess it does make a little more sense if it is actually limited to one roll. I suppose it does seem a bit odd to be so emboldened by your shot that you're rejuvenated and re-energized (heal 5 strain because you rolled 5 advantage), and a slower pace of "1 Strain recovered per roll" makes a bit more sense.

Still, I'm going to allow multiple Advantage to recover multiple strain; it's how I've been playing it since 2012, why stop now?

;)

Me too, even SW they get pressed on Strain as is. As adversaries become tougher and there's more upgrades and Setbacks on rolls I find there's more uncancelled Threats, so I'm dinging their Strain pool right along with them.

My Starfinder setting: stun weapons (a standard for space opera) and spellcasters (SF is Pathfinder in space, so think wizards and clerics). I'm already going to be fighting an uphill battle convincing players that a caster is even viable in a setting where many magic effects can be easily replicated by tech or good weapons. Now effectively a mage firing his "blaster" takes strain for doing so when other classes just shoot their guns at no cost. Other classes have to worry a bit about strain. Casters will be running scared.

Makes me contemplate using spell points, but I have to admit I REALLY like strain being used in this way. Perhaps instead I'll need to amp what that strain buys you.

1 hour ago, DarthGM said:

But I guess it does make a little more sense if it is actually limited to one roll. I suppose it does seem a bit odd to be so emboldened by your shot that you're rejuvenated and re-energized (heal 5 strain because you rolled 5 advantage), and a slower pace of "1 Strain recovered per roll" makes a bit more sense.

Well, in the sci-fi pulpy world of Star Wars , everyone's characters are bigger than life, so it makes sense in a "second/third/umpteenth heroic wind" kind of way. Also, there's an appropriate trade-off, in that using all those Advantages to recover strain means you're giving up other opportunities. It's never really bothered me when I run or play.

But I could definitely understand certain settings and tones not permitting multiple Advantages spent for recovering strain, or else limiting it to two or three strain recovered max.

16 minutes ago, CaptainRaspberry said:

Well, in the sci-fi pulpy world of Star Wars , everyone's characters are bigger than life, so it makes sense in a "second/third/umpteenth heroic wind" kind of way. Also, there's an appropriate trade-off, in that using all those Advantages to recover strain means you're giving up other opportunities. It's never really bothered me when I run or play.

But I could definitely understand certain settings and tones not permitting multiple Advantages spent for recovering strain, or else limiting it to two or three strain recovered max.

Huh, I wonder if that's an intentional "oversight" then. They basically are leaving it to the GM to decide how they want to interpret that rule on their own, for their own game.

57 minutes ago, DarthGM said:

Huh, I wonder if that's an intentional "oversight" then. They basically are leaving it to the GM to decide how they want to interpret that rule on their own, for their own game.

Could be. That would explain its omission in Genesys . But if it's missing from Force and Destiny (and honestly, I never checked, I always assumed) it's probably just an oversight.

I saw the answer to this over in the FAQ thread and thought I'd share it :)

Basically, you guys are right.

Question:

When spending advantages on a roll, can we only use each option once? Specifically the "Recover 1 strain" option. In SWRPG the table made it clear you could choose that option more than once, but that verbiage is missing from the table in Genesys.

Answer:

We removed that qualifier because we felt that by specifying that strain loss and gain was the only thing that could be activated multiple times with Advantage, we were limiting some other options that could also be reasonably activated multiple times. Disarming an opponent, for example, could happen twice if your character has enough Advantage and/or Triumphs and your opponent has two weapons. So could gaining free maneuvers; provided your character didn’t exceed the two maneuver limitation.

By removing that qualifier, we give more flexibility to the GM to determine what is reasonable and what isn’t. A player may well want to heal four strain using four Advantage, and the GM is fine with that. However, if that same player wants to add four Boost dice to their ally’s next check, the GM is perfectly within their rights to say “that’s excessive. Come up with something else.”

(On the other hand, if the GM is running a horror-themed game where strain is a more precious commodity, maybe they don’t want their players able to heal more than one strain at a time!)