Don't Forget >> Resource Management

By ynnen, in Game Mechanics

While players devour the rules and analyze the game, there are some important things to keep in mind when trying to evaluate the difficulty or long-term evolution of a character and his/her "power" level. Most of these fall under a broad category of Resources, but there are a number of other ways the system can be used to help level the playing field.

Skill Training. In EotE, skill training provides an edge, rather than lack of training being punished. Lacking ranks in a skill does not impede a character to the point of not being worth the attempt -- the character just does not gain the benefit of upgrading dice. That is a subtle, but important, distinction.

Assistance Counts. During combat or structured encounters, don't forget that characters can invest maneuvers on their turn to aid another character so they grant a Boost die on that character's turn (p. 130). Out of combat, or in more loosely structured encounters, other characters may be able to provide skilled assistance, allowing two characters to essentially pool their characteristics and skill ranks (p. 22).

Resources. The players have a wide range of resources at their disposal to help them achieve success or perform actions beyond most NPCs' limitations. It can be easy to overlook these during a tense negotiation or firefight, but with experience, players will be able to rely on these resources throughout their adventures:

  • Maneuvers. Yes, maneuvers are a resource, and an important one at that. With one free maneuver each round, and the ability to gain a second maneuver at a cost (see below), maneuvers offer a great deal of flexibility (p. 129-130). Aiming, providing or receiving Assitance, entering a Guarded Stance, or Dropping Prone -- there are a lot of options. Depending on the situation, these maneuvers can mean the difference between success or failure.
  • Strain. A character's Strain may seem like an odd resource since spending it "hurts" your character. However, the fact that Strain can be "spent" or suffered for special effects is a powerful option. Remember, a player can voluntarily suffer strain so that their character can perform an additional maneuver (p. 129). Also, a variety of potent talents require the use of Strain to activate. These options make Strain a key resource to manage. Burn through too much early on in an encounter, and an unexpected enemy or event may strain a character beyond his limitations. End an encounter without any Strain, and you potentially missed opportunities to improve the outcome.
  • Obligation. Usually managed out of combat, Obligation is a great resource because it has both narrative and mechanical impact, and is usually tied to some very personal character motivations. Don't have the credits to repair your ship? Perhaps someone with a Criminal record knows a guy who will fix it on the downlow… in exchange for a favor. Oh, say, a Magnitude 10 Favor Obligation.
  • Destiny Points. Since these are a communal resource rather than a personal resource, it can be easy to overlook perhaps the most powerful tool in the characters' arsenal -- Destiny Points. In addition to their incredible flexibility to introduce facts into the narrative, many of the more potent talents require the expenditure of one Light Side Destiny Point to activate. Otherwise, characters virtually always have the option to make one of their skill checks easier or an incoming check more difficult by spending one Light Side Destiny Point.

Thank you for this post. I don't have my book yet (should arrive Monday), but this is really nice to see and it looks like it pulls together some of that would be great as a player cheat sheet!

My group has taken a page from Warhammer Fantasy as starting using glass gaming stones as counters for several of these resources. It works great!

-WJL