Getting around the 2 maneuver from long/medium issue?

By Sanguinous Rex, in Star Wars: Edge of the Empire RPG

So, I was testing out the Beginner game and realized that if one set of Stormtroopers is at medium distance from the heroes, and the other (behind the first group) is at long, there is a way to cheat (kind of). I wanted to confirm if this were true.

So usually you have to spend 2 movement (maneuvers to go from long to medium (vs the 2nd group of stormtroopers). However, there is a group at medium distance from the PC's at the same angle.

The PC's move from Medium to Short for ONE maneuver to fight group one.

Now, regardless of this making sense rule-wise, they have effectively also gotten closer to the group which was at long range, pushing them into MEDIUM distance, at the cost of ONE maneuver, not two.

If a PC wanted to move toward the second group, he or she would technically be medium with them now and could get there with a single maneuver (Medium to Short).

Am I right? Seems an easy way to abuse the system.

So, I was testing out the Beginner game and realized that if one set of Stormtroopers is at medium distance from the heroes, and the other (behind the first group) is at long, there is a way to cheat (kind of). I wanted to confirm if this were true.

So usually you have to spend 2 movement (maneuvers to go from long to medium (vs the 2nd group of stormtroopers). However, there is a group at medium distance from the PC's at the same angle.

The PC's move from Medium to Short for ONE maneuver to fight group one.

Now, regardless of this making sense rule-wise, they have effectively also gotten closer to the group which was at long range, pushing them into MEDIUM distance, at the cost of ONE maneuver, not two.

If a PC wanted to move toward the second group, he or she would technically be medium with them now and could get there with a single maneuver (Medium to Short).

Am I right? Seems an easy way to abuse the system.

Clearly, this workaround you've come up with is total cheese, and as a GM I would never allow it.

In this case, I would rationalize the double maneuver requirement to close into long range as the effort needed to safely go around the nearer stormtrooper squad.

Now, if it's a matter of a PC using a maneuver to get to the nearer squad, and then the other squad uses a maneuver to close in as well, so that they're both in short range to each other, then I'm okay with that, because the battlefields are very abstract, and keeping track of 'range bands with relative maneuver caveats' is needless bookkeeping and not fun for anyone.

Edited by Rikoshi

I think that the stormtroppers are actually at different angles, approaching from different streets.

This same discussion happened soon after the release of the Warhammer Fantasy Roleplay 3rd edition, which also used a range band system. I should know, because I'm the one who started it :) It's a valid question, because this system is very relativistic, tracking things relative to the party. When the party spreads out, it starts to get muddy because you need to know how far a whole bunch of combatants are from all the other combatants.


What helped me and my group was to sketch out the battlefield and note where all the combatants were. Using that, we were able to make pretty good sense of things.


Howver, the caveat here is that the rules do require a certain amount of cooperation between the players and the GM to make encounters run smoothly and sensibly. Sure, the players can try to cheese the system, but the GM can simply make the next encounter a lot harder. Believe me when I say, if the GM is doing his job, you are not going to get anything past him more than once.

All you have done is move to close range with the medium stormies. You are still at long range from the long stormies until you complete those two maneuvers. Then you will be at medium from them.

Cute, but if you attempted to do this simply as powergame cheese without meaningful narrative awesomeness I would most likely reward you with several handfuls of black dice. Chin up though, it's better than losing an arm or being decapitated by a WFRP gm :)

All you have done is move to close range with the medium stormies. You are still at long range from the long stormies until you complete those two maneuvers. Then you will be at medium from them.

This is correct, Long is not double the (physical) distance of Medium. Even if two targets were in a line, moving closer to closer one doesn't change the range band of the other. If you're using physical tokens or minis and this issue is coming up then I would recommend you place Medium as 1/4 of the distance of Long, with Short being 1/6 the distance of long.

Maneuvers are abstract, you don't cover a specific amount of ground for each one. This can be narratively described as having to step around/over obstacles, moving slower under fire (i.e. charging a group of Stormies)

If people are having a hard time with this (which I doubt) I'll draw up a diagram to explain.

Another option is to do what me and my group are doing and establish actual numeric range bands and character movement and play with a map. I really don't know why the developers couldn't add a supplement at the end of the rule book for groups who like that. It really wouldn't need more than 10 pages.

Another option is to do what me and my group are doing and establish actual numeric range bands and character movement and play with a map. I really don't know why the developers couldn't add a supplement at the end of the rule book for groups who like that. It really wouldn't need more than 10 pages.

Perhaps publish it once you've made it and playtested it. If the rules are good I'd imagine a few people would find them very useful.

I have been toying with using zones. Anything in the same zone as you is short range (unless you are engaged with it), 1 to 2 zones away is medium range, 3 to 4 zones away is long range, and extreme is 5 to 6 zones away. It take one maneuver to move o an adjacent zone. Zone grids could be squares, offset squares, or hexes.

Yeah, when I read it, they were approaching down different thoroughfares, meaning, any approach toward one would technically out you farther from the other. I could be wrong though.

Our group has extensively used zones for WFRP and it has made positioning crystal clear.

Our group has extensively used zones for WFRP and it has made positioning crystal clear.

Were they one move zones like I describe about? Or did you do something else.

Basic Idea: Melee within 1m to target

Short - 2m - 10m

Med. - 11m - 30m

Long - 31m - 100m

Extreme - 100+ m

Basic move: 10m

Run: 25m but adds 1 boost to be hit and incurs +1 difficulty to skill check or lose action

These are just test distances, till nailed down

Another house rule is weapon ranges. A weapon can fire beyond its optimum range but incurs +1 difficulty die for each range band above its optimun. ie a holdout blaster can try to hit at medium using 3 difficulty dice and long at 5 difficulty dice.

Our group has extensively used zones for WFRP and it has made positioning crystal clear.

Were they one move zones like I describe about? Or did you do something else.

They are 1 move zones. I don't map them out as precise squares or hexes or whatnot. Nothing is measured out exactly. Much like FATE, I map out areas based on the location, and what important things are there.

i think i will stay with saga movement, range bans are so f***** confuse

I'll probably use a method from WFRP and use markers/tokens to denote range zones. zero for engaged, one for close, two medium, and so on. Even splayed out for abstract reference it gives the players a snapshot of who is where.