Stacking floated boosts

By Jawa4thewin, in Star Wars: Edge of the Empire RPG

Hello!

I recently started playing in a discord open world game and am seeing things I have not seen before.

This one is can you choose the 1 advantage "Boost to next allied active characters next check" multiple times? It seems it would make the 2 advantage to a specific ally much less usefull..

Thanks!

2 minutes ago, Jawa4thewin said:

Hello!

I recently started playing in a discord open world game and am seeing things I have not seen before.

This one is can you choose the 1 advantage "Boost to next allied active characters next check" multiple times? It seems it would make the 2 advantage to a specific ally much less usefull..

Thanks!

Generally you can only receive each bonus once. Aside from names boost dice, but each must be awarded to a different player.

so, throwing 4 adv into a next active ally to give a character 4 boost dice isn’t a legal move.

19 minutes ago, LordBritish said:

Generally you can only receive each bonus once. Aside from names boost dice, but each must be awarded to a different player.

I'm not sure this is so clear from dev rulings, and I personally don't like it because of how it limits player choice. Everyone will end up spending their advantage in the same optimal way unless they need to heal strain. (For example, spending a bunch of advantage on gaining defense or giving your opponent setback dice is the only really effective way to"fight defensively" in this system)

I do think you should limit the boost to next ally to once per roll though.

Edited by DaverWattra

You can only buy each option once, so the "next allied character" can only be given once.

However, the "give any character" can stack up but only if each character acting before the receiver grants a boost. IOW, if A, B, and C go before D, each can spend 2 Adv to grant a blue to D. The character going immediately before D can also spend another 1 Adv to grant a fourth blue. Add in some assist maneuvers (especially from Togruta) and the handful of blue dice can get pretty big.

Thank you so much!

Wait, you can only spend each option once? I never knew that. So the maximum strain a player can recover per turn is 1? They can't spend 3 advantage for 3 strain? Is the one option once rule specifically laid out anywhere?

Strain is specifically listed as "this option can be selected more than once" while none of the other mechanical benefits are listed as such. I specify mechanical as the narrative benefits can be different things and are largely up to GM discretion.

In all tables that I can remember, it will specify if something can be selected more than once, and leave the rest blank, suggesting that the norm is to only be able to select an option once.

Neat! Thanks all!

On 1/16/2020 at 10:05 PM, P-47 Thunderbolt said:

In all tables that I can remember, it will specify if something can be selected more than once, and leave the rest blank, suggesting that the norm is to only be able to select an option once.

I was actually just thinking about this thread today! I remembered that the crafting tables are actually inverted. They specify when an option can only be selected once, and leave the rest blank.

Yeah crafting is broken any way you look at it though...

On 1/17/2020 at 4:05 AM, P-47 Thunderbolt said:

Strain is specifically listed as "this option can be selected more than once" while none of the other mechanical benefits are listed as such. I specify mechanical as the narrative benefits can be different things and are largely up to GM discretion.

In all tables that I can remember, it will specify if something can be selected more than once, and leave the rest blank, suggesting that the norm is to only be able to select an option once.

The F&D table on spending Advantages/Triumphs does not include that specifier.

45 minutes ago, Stan Fresh said:

The F&D table on spending Advantages/Triumphs does not include that specifier.

I was just about to mention that, but got ninja'ed first ... :)

I guess that change makes sense, especially for FaD where the characters are likely to have Reflect/Parry. Otherwise you could have someone recovering 5 Strain at a time *on their next combat check, thus counteracting the strain cost for Reflect/Parry.* Not sure I'd actually implement that change in my games, but it does make sense.

Edited by P-47 Thunderbolt
Clarification (in between asterisks)
26 minutes ago, P-47 Thunderbolt said:

I guess that change makes sense, especially for FaD where the characters are likely to have Reflect/Parry. Otherwise you could have someone recovering 5 Strain at a time. Not sure I'd actually implement that change in my games, but it does make sense.

You don't get Advantages to spend when using Reflect/Parry. You use your opponent's Threats/Despairs when they attack you.

1 minute ago, Bellona said:

You don't get Advantages to spend when using Reflect/Parry. You use your opponent's Threats/Despairs when they attack you.

I missed the last half of the sentence:

28 minutes ago, P-47 Thunderbolt said:

I guess that change makes sense, especially for FaD where the characters are likely to have Reflect/Parry. Otherwise you could have someone recovering 5 Strain at a time [on their next combat check, thus counteracting the strain cost for Reflect/Parry] . Not sure I'd actually implement that change in my games, but it does make sense.

On 2/16/2020 at 2:32 PM, Stan Fresh said:

The F&D table on spending Advantages/Triumphs does not include that specifier.

Yeah, it can get a bit ... silly. Like passing on nine boost dice after you’ve already spent a bunch of Advantage, because you can’t think of anything better to do with them.

But the bad guys can do that too, so it can balance out.