Where's the Strain?

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

My buddy and I tried out a quick run-through of some stuff last night and had a great time.

But by the end, we were wondering aloud if we had missed something about strain and why we ended up with maybe 1 or 2 strain on our characters after about 2 battles and some other challenges.

Are there rules or options we were missing that would serve as a constant source of strain? Or is strain just not very important, as it seemed in our session?

Thanks so much!

Advantage can be spend to gain limited strain...

You can suffer strain when you generate Threat on your rolls.

You can voluntarily take strain to add a maneuver to your turn for a total of one incidental, 2 maneuvers and one action.

Advantage can be spend to gain limited strain...

This and you recover strain with a short rest after a battle. I can't remember exactly how much off the top of my head (but maybe equal to Willpower).

Advantage can be spend to gain limited strain...

This and you recover strain with a short rest after a battle. I can't remember exactly how much off the top of my head (but maybe equal to Willpower).

You have to roll a Simple (-) Discipline or Cool check to recover strain after a battle.

I'm pretty sure the point the OP is making is that they weren't suffering enough strain to have any effect on the game. This implies that they need to know more ways to get strain not ways to clear it.

I'm pretty sure the point the OP is making is that they weren't suffering enough strain to have any effect on the game. This implies that they need to know more ways to get strain not ways to clear it.

After rereading the post I think you are right. I am just too use to counting down resources like hit points, wounds, and strain. I am trying to break the habit.

I'm pretty sure the point the OP is making is that they weren't suffering enough strain to have any effect on the game. This implies that they need to know more ways to get strain not ways to clear it.

Yes, thank you, that is a much clearer way of stating my question.

So it mostly comes from threat and extra maneuvers?

Many talents let you take strain improve rolls or make opponent's rolls harder.

Edited by Masque

Plus, nonlethal weapons and such can deal strain damage to you.

Your GM (or you) should be using single threat results, or a single left over threat after other effects are spent, to inflict strain. I wouldn't recommend using multiple threat to inflicting strain, unless you really don't have a better option.

Been running several groups for a few months now and it creates a nice timer on any combat, the players have to manage their strain resources in battle. If your PCs are not spending strain then you need to add additional threats (e.g. more minions per minion group) and throw in a few non-combat skill checks (e.g. picking a lock while being shot at, could be a good way to give them strain)

This implies that they need to know more ways to get strain not ways to clear it.

Mother-in-Laws.

This implies that they need to know more ways to get strain not ways to clear it.

Mother-in-Laws.

Shame on you for that one Lorne. Shame.

This implies that they need to know more ways to get strain not ways to clear it.

Mother-in-Laws.

Made my day :lol:

I thought Lorne's idea was perfectly vaild. In a sense: Obligation. remember that if a players obligation comes up in a session, EVERYONE at the table is down 1 on their strain threshold, with the luck one down 2, doubbled if you roll doubbles.

Also, as stated, just about everything in combat outside of 1 man, 1 act causes strain, many talents, threat, and stun settings.

An interesting tactic that i've run is to have small squads of guards/security/bots/stormtroopers start the first round of combat off on stun (looking for prisioners) then switching to lethal once one of them drops. It will absolutly keep the PC's on their toes.

anything that creates a stressful situation can increase strain...but that part is up to the GM (not necessarily the rules)

You're picking a lock while under fire, boom, 1 or 2 strain. You're on the run and you make a successful check to duck into cover, but you roll some threat...boom, 1 or 2 strain.

Anything that you, the GM, feel can stress them...throw down 1 or 2 strain.

Anything that you, the GM, feel can stress them...throw down 1 or 2 strain.

This seems to be designer intent, as well. In The Long Arm of Hutt, the mere act of Lowhhrick finding out that Trex was dealing in Wookiee pelts is enough to make him suffer 2 Strain, straight up.

When you get defensive talents, strain will be a very valuable resource - and you'll be using it a lot.

If you have two ranks in side step and two ranks in dodge, you could easily burn 6 strain in one round if you're attacked twice.

You'll be using a lot of advantages to recover strain.

All this helps balance damage, hit rate, weapon qualities etc.

Starting characters without talents that burn strain won't be getting that much. But if they neglect defensive talents in the long run, they will feel the pain. The combat system is clearly balanced towards getting those defensive talents.

Also, just wait until you run into a Wookiee doctor with Pressure Point. They can easily hit you for 7 or 8 Strain, ignoring Soak.

Also, just wait until you run into a Wookiee doctor with Pressure Point. They can easily hit you for 7 or 8 Strain, ignoring Soak.

That's nothing. Combine pressure point with some of the melee talents and you can one shot rancors easily :-)

Also, just wait until you run into a Wookiee doctor with Pressure Point. They can easily hit you for 7 or 8 Strain, ignoring Soak.

That's nothing. Combine pressure point with some of the melee talents and you can one shot rancors easily :-)

Having looked at that talent, it comes across as highly suspect, especially because most enemies you face don't actually take Strain. The talent is pretty solidly buried in the Doctor Tree and really only grants bonuses if you pump your Medical skill up and are fighting a tough Nemesis.

...that said, I don't know if as a GM I'd let it bypass the soak on a Rancor, because it's soak value is high enough that it actually has Armor 1 (and a little bit more soak on top).

Also, just wait until you run into a Wookiee doctor with Pressure Point. They can easily hit you for 7 or 8 Strain, ignoring Soak.

That's nothing. Combine pressure point with some of the melee talents and you can one shot rancors easily :-)

Having looked at that talent, it comes across as highly suspect, especially because most enemies you face don't actually take Strain. The talent is pretty solidly buried in the Doctor Tree and really only grants bonuses if you pump your Medical skill up and are fighting a tough Nemesis.

...that said, I don't know if as a GM I'd let it bypass the soak on a Rancor, because it's soak value is high enough that it actually has Armor 1 (and a little bit more soak on top).

Pressure Point: You can’t modify damage by other talents. Max base damage is 3 + Medicine (plus successes). When attempting this attack you add one additional difficulty die to the dice pool.

Edited the damage, to make it most useful to people with lower brawn values.

That's my house rule to balance the otherwise completely broken talent :-)

Edited by Gallows