Triumph <-> Advantages and Despair <-> Threats

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

Can i spend a Triumph to regain Strain (like with Advantages)?

If so, how much Strain should i regain?

Some rolls don't normally have red d12 (like the roll to modify an item's attachment), but have special effects with a Despair. Can those effects be activated with Threats?

If so, how much Threats should cost?

A GM spending a destiny point can upgrade the purple dice to a red dice which would give the chance for despair. Alternatively it's also suggested in a really difficult circumstances to add the challenge (red) dice to the roll.

In your example of modifying an attachment I'd think it's a bit unfair for a GM to spend a destiny point to make your job harder but what about trying to modify an attachment on a desert planet with tools made of stone and your dying of thirst? That is call for a challenge die.

Keep in mind the GM can spend dark side force points to upgrade a difficulty dice to a challenge dice, enabling the Despair symbol.

Can PC's use a destiny point to upgrade the difficulty check on an NPC? I had them try this the other day and it's one of the few times I said no to the group. I told them they can affect their own direct destinies but not that of another person (directly anyway, obviously their interactions would affect that person's destiny).

I have always let mine do that. They can "Raise the Stakes" just like the GM can.

Actually yes, they can per Rules As Written. per pg 28 a single player can spend a destiny point to upgrade a check made by an NPC.

Although this is up to you of course.

Ok, it only feels odd to upgrade the difficulty of a roll when you are not against someone actively opposing you.

Anyway can you expend a Triumph to regain Strain?

Edited by LukeZZ

Ok, it only feels odd to upgrade the difficulty of a roll when you are not against someone actively opposing you.

Anyway can you expend a Triumph to regain Strain?

You can use a Triumph to do anything that Advantage and Success do.

a triumph can be spent on anything an advantage can be spent on...though, consider using it for something better than to regain strain (though there's technically nothing wrong with it), since a triumph is supposed to be an exciting and engaging moment.

Ok, but my question is: if I can gain Strain with a Triumph, how much Strain do I get?

One point? All?

If you're going to use Triumph to recover Strain, I'd set it at a value of 3 or 4 strain since 3 Advantage is where Triumph and Strain sort of meet at their limits.

Actually, by RAW, you'd only regain one Strain, since you only have one Triumph (and the listing for "regain 1 Strain" is under the "one advantage or one Triumph" section of the table). That being said...if a GM tells you that you only get back one Strain, he'd better have a **** good reason. I'd see no problem letting you have back 5 Strain, but no matter what, it seems like a waste of a Triumph (unless you're one point away from your threshold or something).

It might also be worth noting that, in the dice symbols explanation section thingy of the Core book, it's mentioned that, while an advantage could heal a Strain, a Triumph might heal a Wound. But then, this isn't in the table. Bit of an inconsistency.

Special effects activated by Despair can only be activated by Despair, unless otherwise noted, such as in the entry for the heavy blaster pistol (four threat [i think] or Despair can make it run out of ammo, rather than just Despair).

In short: Triumph or Despair can do anything that almost any number of advantage or threat can do.