Double Shot

By Mark Meredith, in Star Wars: Edge of the Empire Beta

Last night, our group ran into something:

One of the guys was sitting on a traveling hoversled, and was firing. He didn't need to perform any maneuvers, so he wanted to fire two shots. There wasn't anything in the book for firing a couple of snap shots, so I just decided that he would add one black die for the first shot, and two for the second. Thoughts?

Mark Meredith said:

Last night, our group ran into something:

One of the guys was sitting on a traveling hoversled, and was firing. He didn't need to perform any maneuvers, so he wanted to fire two shots. There wasn't anything in the book for firing a couple of snap shots, so I just decided that he would add one black die for the first shot, and two for the second. Thoughts?

A combat roll does not = one shot. A round = 1 minute, so it can equal multiple shots.

Plus, what you did totally negates the reason for Auto-Fire or Two-Weapon Firing existing, as your thing is actually easier to do than either of those things.

Why didn't he Aim? 2 Aim Maneuver's would have given him 2 Boost dice.

Inksplat said:

Mark Meredith said:

Last night, our group ran into something:

One of the guys was sitting on a traveling hoversled, and was firing. He didn't need to perform any maneuvers, so he wanted to fire two shots. There wasn't anything in the book for firing a couple of snap shots, so I just decided that he would add one black die for the first shot, and two for the second. Thoughts?

A combat roll does not = one shot. A round = 1 minute, so it can equal multiple shots.

Plus, what you did totally negates the reason for Auto-Fire or Two-Weapon Firing existing, as your thing is actually easier to do than either of those things.

Why didn't he Aim? 2 Aim Maneuver's would have given him 2 Boost dice.

To explain it in a little more rules details, you cannot take multiple attacks unless you roll enough advantage to do so. An attack is an action, and you only get one of those in a turn. Even if you don't need to make a maneuver, you cannot trade a maneuver up to another action.

However, yes, the player could have used his maneuver to aim, to take cover behind the gun, or a number of other things.

Inksplat said:

Mark Meredith said:

A combat roll does not = one shot. A round = 1 minute, so it can equal multiple shots.

I question if this is a slight typo. 1 round in every game I have ever played a round is more like 10-20 seconds. It doesn't really matter though, because time is quite a bit more fluid in this game.

Regardless, the rules DO however, clearly state that players (under normal play) get ONE ACTION per round. How long this round is irrelevant: all players and NCPs should follow the same rules.

That said, if you all all your players agree, feel free to change them at will. It is your game after all. As you can see by the rule you came up with, it is pretty easy to improvise things with these dice. Literally make things up on the fly.

I frequently change things. For example, I slightly slightly altered repair costs to include what it would cost if you were doing it yourself (labor) and added what it would cost to have someone else do it.

Bottom line is to have fun and if everyone agrees and all follow the same rules, it is a bit of a wash.