Looking for Aim clarification.

By Darth Ruinous, in Star Wars: Edge of the Empire RPG

Hello, I am trying to make sure I understand how aiming multiple times works.

Example: My Trandoshan, Hired Gun uses 2 manuevers to dive into cover and aim at a target. Next round, he can aim again and then shoot his target with 2 Boost Dice.

However, I cannot Aim, then suffer 2 stain to aim again, then attack with the 2 Boost dice. This is because, according to the section on Aiming, you can't maintain aiming using 2 manuevers on the same turn or when taking damage (including Strain). Is this correct?

Huh. At first, I thought you were wrong, but upon further consideration, I'm pretty sure you are completely correct, since it doesn't specify wound or strain damage. It just says "damage".

But, you could, while in cover, shoot someone, then use an Aim maneuver, then on your next turn, use a second Aim, and shoot with two boost dice (provided no one hit you). You could, alternatively, use your action to use a second maneuver for free and shoot the next turn (if no one hit you again.) Or, if people fighting you botch their rolls and get a bunch of threats, you could spend them on extra out-of-turn maneuvers, which could be used to Aim.

I always assumed damage referred to Wound damage, it's how I've played it. I might reconsider now.

I haven't analyzed the semantics of the sentences, but I've always thought Aim was just Aim...like, you can't 2 x Aim.

So, say I'm Aiming...but something happens to disrupt that Aim, I'd have to do something to Aim again.

Come to think of it, my players rarely, if ever, double-aim... they usually move/take cover, suffer 2 strain then aim and shoot.

this is the way i see it. . .

On page 31 under "STRAIN THRESHOLD" it states that strain represents psychological or mental "damage".

On page 201 under "AIM" it states. . . any damage that exceeds the character's soak also negates the benefit of aiming. therefore I am thinking it is in the context of physical damage. It also states that if the caharacter spends two consecutive maneuvers aiming, he gets 2 boost die on the next combat check.

So the formula is like this, and correct me if this is wrong, please.

Free maneuver (aim), then action (shoot or attack) =1 boost die on roll.

Free maneuver (aim), Spend two strain 2nd maneuver (aim), then action (shoot or attack) =2 boost die on roll.

It also states that if the caharacter spends two consecutive maneuvers aiming, he gets 2 boost die on the next combat check.

Oh, it specifically states you can have a 2 x Aim? I guess I missed that.

It has to be consecutive maneuvers though, so does that mean I can make a maneuver now to Aim, and then on my next turn make my first maneuver another Aim (assuming I didn't take damage during that time)? Would that count?

@SavagePanda: That's a good point - I'm AFB so I cannot check these things - which makes me think that it applies to attacks (stun or lethal) not voluntary strain suffering, which isn't the same I guess...? Hohum. What about scathing tirade? You suffer strain, but this is not soaked, should it still exceed Soak, or would that negate aim straight away?

@Rookhelm: I'd say you can double aim over two rounds yes.

It also states that if the caharacter spends two consecutive maneuvers aiming, he gets 2 boost die on the next combat check.

Oh, it specifically states you can have a 2 x Aim? I guess I missed that.

It has to be consecutive maneuvers though, so does that mean I can make a maneuver now to Aim, and then on my next turn make my first maneuver another Aim (assuming I didn't take damage during that time)? Would that count?

yes the formula for that would be as follows . . .

Free maneuver (aim), then action (shoot or attack) =1 boost die on next roll, take 2 strain 2nd maneuver (aim) end turn. next turn no damage taken use free maneuver (aim), then action (shoot or attack) = 2 boost die on next roll.

This is where it would get tricky for the players and gm. I would as a gm want specifics on the aim. Say in the combat you have two groups of storm troopers coming at you from different directions, and your pinned down. If you shoot at the first one and don't kill them all and them aim again and the next player kills them off, I would make your aim void unless you stated you are aiming at the 2nd group that is undamaged.

Does that make any sense because I know it does in my head.

It also states that if the caharacter spends two consecutive maneuvers aiming, he gets 2 boost die on the next combat check.

Oh, it specifically states you can have a 2 x Aim? I guess I missed that.

It has to be consecutive maneuvers though, so does that mean I can make a maneuver now to Aim, and then on my next turn make my first maneuver another Aim (assuming I didn't take damage during that time)? Would that count?

yes the formula for that would be as follows . . .

Free maneuver (aim), then action (shoot or attack) =1 boost die on next roll, take 2 strain 2nd maneuver (aim) end turn. next turn no damage taken use free maneuver (aim), then action (shoot or attack) = 2 boost die on next roll.

This is where it would get tricky for the players and gm. I would as a gm want specifics on the aim. Say in the combat you have two groups of storm troopers coming at you from different directions, and your pinned down. If you shoot at the first one and don't kill them all and them aim again and the next player kills them off, I would make your aim void unless you stated you are aiming at the 2nd group that is undamaged.

Does that make any sense because I know it does in my head.

Yes, perfect sense thank you.

Last question I have...is 2 the max for aim? Or could you keep taking Aim maneuvers?

It also states that if the caharacter spends two consecutive maneuvers aiming, he gets 2 boost die on the next combat check.

Oh, it specifically states you can have a 2 x Aim? I guess I missed that.

It has to be consecutive maneuvers though, so does that mean I can make a maneuver now to Aim, and then on my next turn make my first maneuver another Aim (assuming I didn't take damage during that time)? Would that count?

yes the formula for that would be as follows . . .

Free maneuver (aim), then action (shoot or attack) =1 boost die on next roll, take 2 strain 2nd maneuver (aim) end turn. next turn no damage taken use free maneuver (aim), then action (shoot or attack) = 2 boost die on next roll.

This is where it would get tricky for the players and gm. I would as a gm want specifics on the aim. Say in the combat you have two groups of storm troopers coming at you from different directions, and your pinned down. If you shoot at the first one and don't kill them all and them aim again and the next player kills them off, I would make your aim void unless you stated you are aiming at the 2nd group that is undamaged.

Does that make any sense because I know it does in my head.

Yes, perfect sense thank you.

Last question I have...is 2 the max for aim? Or could you keep taking Aim maneuvers?

2 is the max for aiming but you can get boost die other ways as well.

But remember, if you take damage, you lose the benefits of aiming.

So, if we are counting Strain as damage, suffering strain to get that second maneuver and that second aim would make you lose the effects of the first one.

But remember, if you take damage, you lose the benefits of aiming.

So, if we are counting Strain as damage, suffering strain to get that second maneuver and that second aim would make you lose the effects of the first one.

I thought it was, "damage in excess of your soak...", not just "damage".

I thought it was, "damage in excess of your soak...", not just "damage".

Personally I think I'd let it go with just Strain anyway. I like the idea of PCs spending strain to really concentrate to get that extra die...

As far as suffering the two Strain for the extra maneuver to Aim twice, I'd let it happen.

First, it's cool and fun for the player.

Secondly, my reading of the "take damage" portion was that it only applied when you got hit by an enemy (or possibly an ally; some groups could be incredibly cut-throat), as you're not expecting to get hit or jostled, thus breaking your concentration.

Like whatrog said, that 2 Strain for the extra maneuver to Aim twice before taking that all-important shot neatly reflects the stress and effort of concentration the PC is feeling.

I'd say that there's RAI precedent for 'taking damage' being different from 'voluntarily suffering strain.'

For one, you've got the Resolve talent, which reduces strain damage that isn't taken voluntarily. Also, the fact that aiming twice for two Boost Dice is called out in the Aim description suggests that it can be done without penalty for undertaking two maneuvers in one turn.

Hmm. That's a good points. You are technically "Suffering Strain" not "Taking Strain Damage." You've re-convinced me!

And as far as I'm concerned, taking damage that doesn't exceed your soak or pierce through it by some means isn't actually "taking damage." XD

So, if I can perform 2 Aim actions on my turn, why would I ever not take a double aim manuever (assuming I have cover and don't need to move). You only suffer 2 strain and it can be easily recovered using 2 advantage. If you can't get enough advantage to crit then heal, or you could get enough advantage to crit and heal. This seems alittle overpowering as your strain rarely accually stays "strained".

I am also confused on the 2nd sentence of the first paragraph of aim that says; "A character only gains the benefit of aiming if he remains in his current postion and does not perform any other manuevers or actions before his next combat check."

Sorry, out of all the rules Aim is the only part that I am having trouble understanding. Two parts seem to say you can't (taking Damage and 2 manuevers) while one part says you can (2 consecutive manuevers).

Edited by Darth Ruinous

I'd say that there's RAI precedent for 'taking damage' being different from 'voluntarily suffering strain.'

For one, you've got the Resolve talent, which reduces strain damage that isn't taken voluntarily. Also, the fact that aiming twice for two Boost Dice is called out in the Aim description suggests that it can be done without penalty for undertaking two maneuvers in one turn.

I have to disagree with this idea. Page 31 defines strain and wound damage and it uses the same word "suffering" when describing strain. "Strain is more easily suffered than wounds, and can even be used as a resource by players to trigger certain character abilities."

I might be overthinking this or just not getting it, but being able to double aim in the same turn just seems too much. Thinking of how combat plays out in real time, most snipers take more time to line up their shots. The exceptions to this are those who have mastered the skill. Talent trees such as Assassin or Mercenary Soldier for example.

Edited by Darth Ruinous

Well, taking Strain from an extra maneuver is still not likely to be over their Soak value, unless they have a really low Brawn, so RAW should allow it.

But Voluntary Strain ignores Soak completely.

Does the issue seem to be with the time for doing the two maneuvers in yhat you don't feel that it should take place all in the same round or the taking of the strain?

I'd say that there's RAI precedent for 'taking damage' being different from 'voluntarily suffering strain.'

For one, you've got the Resolve talent, which reduces strain damage that isn't taken voluntarily. Also, the fact that aiming twice for two Boost Dice is called out in the Aim description suggests that it can be done without penalty for undertaking two maneuvers in one turn.

I have to disagree with this idea. Page 31 defines strain and wound damage and it uses the same word "suffering" when describing strain. "Strain is more easily suffered than wounds, and can even be used as a resource by players to trigger certain character abilities."

I might be overthinking this or just not getting it, but being able to double aim in the same turn just seems too much. Thinking of how combat plays out in real time, most snipers take more time to line up their shots. The exceptions to this are those who have mastered the skill. Talent trees such as Assassin or Mercenary Soldier for example.

Since there is an example in the book explaining that you can take two aim maneuvers in row, I'm sure that's how it's meant.

Edited by Gallows

So, if I can perform 2 Aim actions on my turn, why would I ever not take a double aim manuever (assuming I have cover and don't need to move). You only suffer 2 strain and it can be easily recovered using 2 advantage. If you can't get enough advantage to crit then heal, or you could get enough advantage to crit and heal. This seems alittle overpowering as your strain rarely accually stays "strained".

The way I see it, if you take two strain to get an extra boost die, you have a 1/6 chance of getting two advantage on that boost die to recover the strain. In that case, you got absolutely no benefit from using a second maneuver to aim because all you did is recover the strain you spent to do the maneuver. You have an even greater (1/3) chance of getting absolutely no benefit from spending strain to aim, as two sides of the boost die are blank.

I don't see how this is over-powered. As for your other points, I see what you're getting at in that the rules for aiming are poorly worded, but I think it's clear that the rules allow for people to spend two maneuver aiming to get two boost dice.

Remember! One round of combat takes MORE than the 6 seconds that most RPG systems say! In this game, they say it is approximately a minute. Using a double aim maneuver would basically mean that you REALLY make sure your weapon is on target before you vape their worthless faces. You wait and you wait and you wait until the perfect opportunity to blast them. Maybe you even hold your breath for 45 seconds waiting for them to show their back to you as they duel your jedi friend, which causes the Strain damage.