Threat Indexing for NPCs

By civviewarrior20, in Star Wars: Edge of the Empire RPG

Has anyone worked out some sort "indexing" system for working out how many of each type adversary is appropriate for the number/"level" of the players?

For example for a group of 4 new players, how many Stormtroopers is an a fair challenge? How many Street Thugs do I need to throw in the mix for 5 progressed character to have a difficult challenge?

I know this system is a lot more "flexible" than other SW versions (mainly a WEG vet with a bit of D20 experience), but I don't want to ROFL stomp my players by accident by putting them up against something which will utterly destroy them, whilst also trying to avoid the "easy kill" scenario as well.

As you say the system is very flexible and that makes it difficult, the best advice I've seen is hit your PC's with waves of enemies, it's better to have to call the cavalry for your mooks than to over power your players and leave them feeling like the mooks,

As you say the system is very flexible and that makes it difficult, the best advice I've seen is hit your PC's with waves of enemies, it's better to have to call the cavalry for your mooks than to over power your players and leave them feeling like the mooks,

Unless of course you want them to flee or be redirected somewhere. Then send whatever you need to.

I was actually wondering about this myself. I suspect, like most things, we will simply have to play enough to get a feel for the system. Considering how many talents, options, and weaponry are available this may continue to be very malleable. Just remember, not every fight needs to be a stand-up knockdown fight.

I don't really think there is going to be any hard and fast system that works for this. If you create an encounter and it turns out to be easier for the players than you planned then just have some NPC reinforcements show up and start using destiny points on every roll. If the fight is too hard for the players just remind them that he who runs away lives to fight another day. An important thing to remember is that in Star Wars even heroes run away a lot.

Running away can also lead to favorable circumstances. My group used the water tower in mos shuuta to wipe away a group of stormtroopers that was pounding on them.

Introducing a third party can also be an interesting way of resolving an over-powered challenge. Consider:

- The PC group's actions get misinterpreted as a "rising up" against a corrupt government, causing a riot in the streets that the PC's can slip away into.

- The hutt's gangsters attacking the PC's get jumped by a rival group, who end up unintentionally "tanking" for the PCs, being left weak enough after the original threat is dealt with, that they either yield or are dispatched quickly.

- The Imperial inspection of the PCs was just the opening an unseen group of Rebels was waiting for, and as they attack the Imperial check-point, the PC's run past.

- The heated battle on the plains startles a nearby grouping of Dewbacks, who suddenly charge both groups. As they are separated the PC's have the opportunity to make tracks.

Edited by bobfrankly