How to challenge a character with 8 proficiency dice

By Haleron, in Star Wars: Force and Destiny RPG

9 hours ago, penpenpen said:

It very clearly isn't one, but you're free to house rule it any way you like. I find it a more elegant solution than throwing more firepower at the the problem or inflating skill levels.

It is used to attack NPCs in Combat. It is a combat check. As it is clear the intent of Dont Shoot is I am not with these guys. But if you go using Scathing Tirade after you say you arent with those guys you are going to have a hard time convincing someone you arent with those guys. A combat check doesn not have to be with a combat skill. Read the long description.

On 3/23/2020 at 2:51 PM, Daeglan said:

But if you go using Scathing Tirade after you say you arent with those guys you are going to have a hard time convincing someone you arent with those guys.

"How dare you insinuate that I'm connected to these rebel... scum !? What is you identification number, trooper? Who is your commanding officer?"

Not that hard actually.

Edited by penpenpen
9 minutes ago, penpenpen said:

"How dare insinuate that I'm connected to these rebel... scum !? What is you identification number, trooper? Who is your commanding officer?"

Not that hard actually.

On the other hand, if you make yourself that annoying during a firefight, you may be conveniently... umm... caught in the crossfire . Yeah, we'll go with that.

4 hours ago, P-47 Thunderbolt said:

On the other hand, if you make yourself that annoying during a firefight, you may be conveniently... umm... caught in the crossfire . Yeah, we'll go with that.

Well, that's why "Don't shoot!" is a check, rather than being a given. ;)

10 hours ago, penpenpen said:

Well, that's why "Don't shoot!" is a check, rather than being a given. ;)

Just because you make the check doesnt mean you can continue actively cause them harm.

Edited by Daeglan

Honestly, the biggest thing to deal with this would be to speak with the players and come to an understanding about how to make the game fun and fair. By implementing challenges aside from just combat to the combat encounters it enriches the game.

Is your guy specialized and able to get those ridiculous amounts of accuracy by spending a full round or more to aim? Penalize the action by having enemies that may be quite fast and hard to aim at, or reward them by having them be forced to make difficult shots and get some clutch accuracy in. Nothing puts the players in a bind more than being told they won't make any profit by injuring civies when the bad guys have hostages. Then reward them for thinking about ways to free the hostages and neutralize bad guys. If you're playing force and destiny, adding conflict for killing bad guys is always a way to make your players look for non-lethal takedown methods. If you make it interesting, or give them reason to bump into stuff that isn't just combat, then you can experience more of the game.

Heck, even big firefights including your PC's against squads of dangerous-but-defeatable enemies can make for a fun game. Have the larger squads of bad guys target the really combat-savvy guy while smaller squads try to attack the other members of the team. The enemies are initially dangerous, but the more that get taken down the easier the fight gets.

Possibly even a bounty could be placed on the character's head, an NPC with several ranks in the adversary perk will make him significantly tougher to attack, but it's also because he prioritizes the combat PC, so it could even come down to effectively making your own Jango Fett to become a recurring villain with.

14 hours ago, ZephyrTheDragon said:

Honestly, the biggest thing to deal with this would be to speak with the players and come to an understanding about how to make the game fun and fair. By implementing challenges aside from just combat to the combat encounters it enriches the game.

Is your guy specialized and able to get those ridiculous amounts of accuracy by spending a full round or more to aim? Penalize the action by having enemies that may be quite fast and hard to aim at, or reward them by having them be forced to make difficult shots and get some clutch accuracy in. Nothing puts the players in a bind more than being told they won't make any profit by injuring civies when the bad guys have hostages. Then reward them for thinking about ways to free the hostages and neutralize bad guys. If you're playing force and destiny, adding conflict for killing bad guys is always a way to make your players look for non-lethal takedown methods. If you make it interesting, or give them reason to bump into stuff that isn't just combat, then you can experience more of the game.

Heck, even big firefights including your PC's against squads of dangerous-but-defeatable enemies can make for a fun game. Have the larger squads of bad guys target the really combat-savvy guy while smaller squads try to attack the other members of the team. The enemies are initially dangerous, but the more that get taken down the easier the fight gets.

Possibly even a bounty could be placed on the character's head, an NPC with several ranks in the adversary perk will make him significantly tougher to attack, but it's also because he prioritizes the combat PC, so it could even come down to effectively making your own Jango Fett to become a recurring villain with.

Characters should never gain conflict from fighting actively hostile combatants. The only time that they should is if the enemy in question is helpless and no longer a threat.