Crits and multiple Triumphs, Advantages

By bsmith23, in Star Wars: Edge of the Empire RPG

Can someone quickly page reference for me where I read that multiple Triumphs and Advantages add +10 to your Crit roll?

And also, would you as a GM, use equal amounts of Threats and Despairs to subtract 10 from the roll? (That just popped into my head as I was typing).

P206 E CRB

No I wouldn't. First of all threats negate advantages, so either this or that. And Triumphs and Despairs don't cancel each other, so really makes no sense that their effect cancel out each other.

There are infinite other ways to spend Despairs and threats.

Edited by Rimsen

Thanks

I do allow multiple crits against minions. Each crit is an auto-kill on a minion, so adding +10 on a minion is wasted. Plus, it's kind of epic when a PC can take out a stormtrooper squad with a standard rifle or pistol.

5 hours ago, whafrog said:

I do allow multiple crits against minions. Each crit is an auto-kill on a minion, so adding +10 on a minion is wasted. Plus, it's kind of epic when a PC can take out a stormtrooper squad with a standard rifle or pistol.

Since a crit on a Minion group adds automatic wounds equal to the minions' wound threshold, I have a slightly different house-rule: each +10 that would be added to the crit roll instead adds +1 additional automatic wound to the crit. So a Vicious weapon or a character with the Lethal Blows talent (or both) are very good at killing minions, but if you're only a wound or two short from knocking out another stormtrooper, you can activate your critical rating a few more times to take down one more.

It's rarely optimal (which encourages players to do something more interesting with their Advantage and Triumphs), but it has its occasional use.

Also, for PCs and non-Minions, I say that if you take wounds that would bring you above your wound threshold maximum (twice your threshold), you take a crit, and any excess wounds are instead added as a straight modifier to the critical hit roll.

Edited by Absol197

Yes, lots of ways to skin it, what I appreciate is how easy it is to tailor to a specific situation without it feeling overbalanced. In my case it was really the end of the fight and the rest would have been a grind...then the main shootist in the group got a triumph and 9 advantages on the four remaining minions huddled behind a crate...ok, game over, and let's make it epic :)

4 hours ago, Absol197 said:

Since a crit on a Minion group adds automatic wounds equal to the minions' wound threshold, I have a slightly different house-rule: each +10 that would be added to the crit roll instead adds +1 additional automatic wound to the crit. So a Vicious weapon or a character with the Lethal Blows talent (or both) are very good at skating minions, but if you're only a wound or two short from knocking out another stormtrooper, you can activate your critical rating a few more times to take down one more.

It's rarely optimal (which encourages players to do something more interesting with their Advantage and Triumphs), but it has its occasional use.

Also, for PCs and non-Minions, I say that if you take wounds that would bring you above your wound threshold maximum (twice your threshold), you take a crit, and any excess wounds are instead added as a straight modifier to the critical hit roll.

I like this, and I'm going to steal it.

Glad you liked it :) .