Combat: Throw NPCs!

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

Greetings

I have an idea related to my last game, and I’m looking for advices. One of my players is a close quarter specialist (Brawn 6 with cyber arms, Brawl 2, Athletics 2, Melee 5). He usually goes with low equipment, leaving 7 encumbrance free. Now that he has new cyber arms, he just wants to throw people while in combat (hitting additional targets).

So, I was wondering how to do this effect in combat in a way that is not over power and does not require additional rules that we already have.

CQC idea:
My original idea is to consider a brawl check with an additional difficulty, like attacking with two weapons. Then, if he has enough advantage to trigger Knockdown (see AoR page 225) he might trigger for 2 additional advantages a second hit to a next engaged target (not the primary target). The damage of that hit is like a regular Brawn without modification (in case he used shock-gloves or whatever). He might also trigger a second knockdown, with the second attack, but this requires 2 additional advantages (a total of 6).


Wrestling idea:
What happen if you want to thrown someone at short range ? Should this be allowed? Sure!
Lift an opponent : Similar to CQC, the PC attack with +1 additional difficulty and triggers Knockdown . Instead of activate a second attack, he spends 2 advantages to Ensnare (1). The NPC can get free like the regular Ensnare quality, but also if the PC receives damage.

Throw an opponent: Let’s not consider the encumbrance of the opponent (5+brawn) at the moment. The PC can throw the opponent at short range, using Range (Heavy), like the Corellian Bow. This attacks deals 4 damage, Crit. 4, Cumbersome (4+brawn), Prepare (1) , Knockdown, Disorient (2)

Why cumbersome 4 and not 5+Brawn? Just a thematic choice since is using 2 rounds to throw someone and Prepare (1)

Let’s face it. Hi has a better chance with a Vibro-Axe. But if he want’s to throw npc’s, there should be a way. As a side effect, throwing successfully an NPC might result in a fear check or boost in intimidation :)

Any comments or suggestions? I hope this rules doesn't look like Super Mario Bros. 2 (based on Doki Doki Panic)

Does the character have any skill points in Ranged (Heavy)? This is just a personal thing, but I would find it odd at my table for someone's skill using blaster rifles somehow translates to being able to throw a man-sized creature (I realize the RAW says Ranged Heavy covers spears and throwing axes, but it's something which has never and probably will never come up with my players). I would suggest possibly making a custom skill such as "Improvised Weapons" or something that represents throwing objects (not just people), using the Brawl skill (since it could be construed as part of his close-quarters fighting ability) or just having make a straight Brawn check with no skill attached to it (which I use as a house rule at my table for throwing awkward objects).

That's a minor, personal thing, though, and if the players like the rules, I'd say they look pretty good to me. If I ever had a Wookiee PC it's something I would consider using if they wanted to do something along these lines.

I would go for it on triumphs. That's when you get to do something awesome. Picking up and throwing someone into someone else in a way that effects them both and hurts them both should fall under that. Just tossing someone without hurting someone else would probably just go under a fluff version of the knockdown rule.

2 minutes ago, Darth Revenant said:

I would go for it on triumphs. That's when you get to do something awesome.

^ This. Any of the narrative results can be leveraged. Even the opponent's Threats or Despairs can be used against them.

The player probably wants it codified so they can be consistent with it, but that's exactly the opposite of how this game works. Raw skill doesn't grant these things. Codified combat effects usually require Talents. Take a look at the lightsaber combat talents, or something like the Archeologist's Pin...if the player wants those talents they should spend XP to get them.

And if you’re fighting near a seemingly bottomless chasm, then throwing people is an especially good idea. Unless they’re bigger than you. Then DO NOT do it. (As I nearly learned the hard way)

Interesting ideas! We tried to make some kind of working system for throwing allies in our FaD campaign, but ended up just deciding to learn Move and awarding arbitrary boost dice.

On 12/12/2017 at 7:13 PM, whafrog said:

^ This. Any of the narrative results can be leveraged. Even the opponent's Threats or Despairs can be used against them.

The player probably wants it codified so they can be consistent with it, but that's exactly the opposite of how this game works. Raw skill doesn't grant these things. Codified combat effects usually require Talents. Take a look at the lightsaber combat talents, or something like the Archeologist's Pin...if the player wants those talents they should spend XP to get them.

Dammit whafrog, could you stop saying things that make sense and making me rethink my entire approach to GMing ‽ It's extremely frustrating. :D

Edited by edwardavern
Added an emoji to indicate humour. Because internet.

I would have to agree with Darth on using the Triumphs. Plus I just finally watched the 1st season of Rebels and the big guy was busy tossing Storm Troopers around into other ones, but only when they were in the right positions to do so (hence the Triumphs).

First if it's Minions damage is applied to the whole group anyway so it should be narrative and there is no reason to add any rule. However if they want to throw a Rival or Nemesis then you should just adapt a similar rule already in the RAW. I would suggest using the Auto Fire RAW to hit and the Move Force Power for Damage.

To determine Difficulty you choose the hardest target to hit with a Brawl Attack, this will likely be 2P but one of the Opponents could have Adversary or a higher Defense, etc. so you go with the hardest target. Then add a difficulty for each level of Silhouette and one for each additional Target. Just like Auto Fire you'll need a Success to hit the initial Target and 2 Advantages for each additional target you want to damage. The Damage is based on the Move Force Ability of 10 x Silhouette. I'd throw (pun intended) in that any Opponents hit are also Knocked down as a freebie.

Example: Your Brawn 6 Wookiee wants to throw a Rival into another Rival, both are Silhouette 1 and both would be equally difficult to hit with Brawl. 2P (base Brawl)+1P (Silhouette 1)+1P (additional Target)= 4P Difficulty to Hit and 2 Advantages required to Activate second Hit.
Damage would be 10 to the initial Opponent and 10 to the second one.

Edited by FuriousGreg

So this begs the question, what if a pc wanted to push or throw an NPC of a bridge or cliff? How would this mechanically work?

4 hours ago, Siuolis said:

So this begs the question, what if a pc wanted to push or throw an NPC of a bridge or cliff? How would this mechanically work?

Succesful attack with a triumph, you could use threats or advantages as well depending on the situation. Then the thrown off party takes fall damage. Same thing if a PC gets thrown off.

6 minutes ago, Darth Revenant said:

Succesful attack with a triumph, you could use threats or advantages as well depending on the situation. Then the thrown off party takes fall damage. Same thing if a PC gets thrown off.

Maybe an opposed check could work, using athletics vs resilience? This thematically would make sense as each person would be trying to grapel one another while resisting.

1 minute ago, Siuolis said:

Maybe an opposed check could work, using athletics vs resilience? This thematically would make sense as each person would be trying to grapel one another while resisting.

They make a combat check, probably brawl if they're trying to throw them off but any of them could possibly do it. They add "knocked off the bridge/ledge/whatever" as one of the results they can add with a triumph, possibly less depending on lack of safety features. They succeed with their attack roll, so at least one uncancelled success and however many triumphs or advantages they need. They pick the added option of spending advantages triumphs to knock someone of said bridge, said NPC goes flying off the bridge and takes fall damage, which can in some cases be mitigated by a athletics or coordination roll.

Throwing someone off something and having them resist it is a combat check. Same thing as picking someone up and throwing them at someone else, it's something you use your triumphs and advantages for. They can be used for more than just what's on the list.