Basic Combat Clarification

By DidntFallAsleep66, in Game Masters

I've played Edge a few years back and I'm about to start GMing a bit more.

My question is: Do you apply all damage at the end of each combat round to ensure the mooks/goons/minions/laserfodder get at least one shot in or if they act in Action Slot 3 or 4 and get hit so they've already been gunned down and won't see another second sunrise. I can see at least two of my players going to Cad Bane wannabes and dual wielding, which with heavy blaster pistols can dish out enough damage to take out a certain Minion groups of 3.

If it's like D&D and an 'XP Provider' gets hit and killed they don't get their action. I'm asking this as I visualize the combat more scene/narrative like than a sequential version like D&D meaning all act in a combat round before dying etc.

If it is like D&D, I can just increase the number of minions/group and/or use more minion groups with a rival or 2.

.

Damage is applied immediately,
so yes, if your player go before a minion group and gun them down, that minion group does not get to act.

And yes, you can alway increase size of minion groups or just throw more minion groups at your players, maybe suplement the bunch by a rival commander or somesuch (for example Stromtrooper Sergeant etc.) which helps boost the effectiveness of the minions.

Be aware that minions get dangerous very quickly with larger group sizes (although they rapidly wane when getting wittled down by the players, but that's exactly their function).

Sidenote: Dual wielding can be powerful, but at least in my experience starting characters can seldomly put it to good use because of too small dice-pools.

Hope that helps 😉

Edited by Fl1nt
2 hours ago, DidntFallAsleep66 said:

I can see at least two of my players going to Cad Bane wannabes and dual wielding

For the player to make this work, their PC is going to need dice pools at least 2 dice larger than the target. The increased difficulty of dual wielding usually means it's a wash...they will probably hit, but they probably won't trigger the second hit, and on average damage is reduced. So medium range requires a dice pool of at least 4, which is basically a break-even point. Aiming and all that can help, and more yellows increases the odds of Advantage, but the biggest benefits are that Gunslinger talent that avoids the difficulty increase, and of course getting 5 dice in the pool.

3 minutes ago, whafrog said:

For the player to make this work, their PC is going to need dice pools at least 2 dice larger than the target. The increased difficulty of dual wielding usually means it's a wash...they will probably hit, but they probably won't trigger the second hit, and on average damage is reduced. So medium range requires a dice pool of at least 4, which is basically a break-even point. Aiming and all that can help, and more yellows increases the odds of Advantage, but the biggest benefits are that Gunslinger talent that avoids the difficulty increase, and of course getting 5 dice in the pool.

Yep, exactly.

They only really start pulling this off relatively consistently when they have large enough pools and take the Guns Blazing Talent and or Paired Weapons etc.

Alternatively, stack aiming bonuses on your primary weapon. With the SoroSuub True-Site System (SoR), you can Aim as an Incidental at Short range and it can be modded to add Accurate 1. With a pistol that has Accurate 1 already (like a DC-17), you pretty much always get 3 Boost dice at Short range. Combined with a YYG pool, floated Boosts, and additional aiming and you can pretty consistently get that second hit. Then if you stack on damage bonuses to your second pistol, you don't have to worry about the Setback from things like teh BAM. However, I would houserule that you take the best bonuses and the best negatives. So if you have a pistol that adds 2 Boost and a pistol that adds 2 Setback, you get 2 Boost and 2 Setback on the roll.

I posted this then went through the equipment lists in the various books.... concussion, stun, there's two rifles that maintain their long range benefits for stun damage etc yeah...I got this... cheers guys. I don't want to remove their fun at all just wanted to make the initiative rolls worth it instead of rolling, sorting out initiative order...then the minions are all down by the time their slot comes around.

Another thing I frequently do is bring more minions in unexpectedly (be it reinforcements or an ambush).

Also think in multiple dimensions, make it harder for your players to reach their adversaries.

And most improtantly, make the fights about something else than killing / knocking out the opposition. 😉

13 hours ago, Fl1nt said:

And most improtantly, make the fights about something else than killing / knocking out the opposition. 😉

This! Don't just have brawls. That's a failing of years of old school D&D adventures.

The Countdown: You have to hold them off until the freighter arrives.

The Escort: We can't let them grab the princess from us.

Protect a Place: They are trying to get to our stash of spice.

The Getaway: Trying to flee an overwhelming force, or even just trying not to be identified.

Getting to a Target: We need to fight through the guards to get to the Hutt's treasure room.

Edited by Sturn
On 6/20/2020 at 8:44 AM, P-47 Thunderbolt said:

Alternatively, stack aiming bonuses on your primary weapon. With the SoroSuub True-Site System (SoR), you can Aim as an Incidental at Short range and it can be modded to add Accurate 1. With a pistol that has Accurate 1 already (like a DC-17), you pretty much always get 3 Boost dice at Short range. Combined with a YYG pool, floated Boosts, and additional aiming and you can pretty consistently get that second hit. Then if you stack on damage bonuses to your second pistol, you don't have to worry about the Setback from things like teh BAM. However, I would houserule that you take the best bonuses and the best negatives. So if you have a pistol that adds 2 Boost and a pistol that adds 2 Setback, you get 2 Boost and 2 Setback on the roll.

Don't forget the paired attachment.

2 hours ago, kaosoe said:

Don't forget the paired attachment.

Yeah, but it had already been mentioned. I wasn't trying to say "here's the best build" just give some advice and point towards an effective build.

4 hours ago, P-47 Thunderbolt said:

Yeah, but it had already been mentioned. I wasn't trying to say "here's the best build" just give some advice and point towards an effective build.

Ah. missed that.

Pst... Bantha laser sight gives a free advantage and makes it that much easier to trigger dual wielding/any qualities. Good luck to ya!

On 6/20/2020 at 3:37 PM, Fl1nt said:

Another thing I frequently do is bring more minions in unexpectedly (be it reinforcements or an ambush).

Also think in multiple dimensions, make it harder for your players to reach their adversaries.

And most improtantly, make the fights about something else than killing / knocking out the opposition. 😉

Oh yeah... i did this. it was a Stunfest, target needed to be taken alive, so they're using stun and the mooks are out for blood.

I think the PC's assumed the sort-of-BBEGuys would line up and wait to be taken out like a bad DC Comics film... the mooks and a couple of rival level NPCs were designed to slow down the PCs.. the 2 rivals ran for it but the PCs didn't take the hint,, two rivals and a sort-of-BBEG got away.. they went to great lengths to scope out the building, get a floor plan and come up with a plan to draw them out... it was an enjoyable finale though 😄

Edited by DidntFallAsleep66