Question on Criticals (Lightsaber example)

By The Asgardian, in Star Wars: Edge of the Empire RPG

Using the Lightsaber as an example, If you scored 4 advantages and used them all for activating Criticals would the roll on the Critical Table then be "+30" for the 3 extra advantages and "+20" for Vicious 2 for a total "+50" for the single Lightsaber attack which generated 4 advantages?

-ashe-

instant death ... as it should be with a lightsaber!

Yep...

But it's because of the Lightsaber's Crit of 1... Working it out...

4 Advantages

1 to do a crit

1 more (=Crit) for first +10 to roll

1 more (=Crit) for second +10 to roll

1 more (=Crit) for third +10 to roll

for a total of +30 from advantage, and +20 more from Vicious 2, for a +50 on the roll. Ain't no easy stuff on that...

Now, for a comparable with a Vibrosword...

6 advantages...

2 to do a crit

2 more (=Crit rating) for +10 to Crit roll

2 more (=Crit rating) for second +10 to crit roll

and being Vicious 1, another +10, so 6 Advantages for a +30.

Nice.

Thanks for the affirmation I was processing the Criticals correctly for one attack that might do multiple crits and adding Qualities that modify the Critical roll even further.

-ashe-

instant death ... as it should be with a lightsaber!

Instant death requires a +60 modifier (since all mods to the table seem to be in 10 point increments)... dead is 151+, not 150+, and the maximum on d% is 100.

+50 can only kill them at the end of next round... Just like Quigon took...

To assure "He's gonna die!" you need a +130... because the mininum 1% added to that is Bleeding Out.... But, even a bleeding out PC might just survive to be treated...

plus...isn't there a "clone body" option?

plus...isn't there a "clone body" option?

For some players, there always seems to be in any game without randomness in character creation. :P

Don't forget Lethal Blows, and you can always superior that vibrosword... and 6 advantage is a lot of advantage.

Don't forget Lethal Blows, and you can always superior that vibrosword... and 6 advantage is a lot of advantage.

I've seen rolls with over 10. Difficulty of 1, no target defense, attribute 4, skill 2, and 6 blue stacked up, 2 black removed by talents, and 2 upgrades. Absolutely brutal... except that they rolled no net successes.

6 isn't really all that high - a well experienced party that cooperates well can be rolling 8-12 "good" dice (Yellow, Green, Blue) versus 2-4 bad ones (Red, Purple, Green)...

6 boost dice ? Dude thats a lot of boosting going on there. May I ask how all those dice came into play? It seems kind of obscene.

Don't forget Lethal Blows, and you can always superior that vibrosword... and 6 advantage is a lot of advantage.

I've seen rolls with over 10. Difficulty of 1, no target defense, attribute 4, skill 2, and 6 blue stacked up, 2 black removed by talents, and 2 upgrades. Absolutely brutal... except that they rolled no net successes.

6 isn't really all that high - a well experienced party that cooperates well can be rolling 8-12 "good" dice (Yellow, Green, Blue) versus 2-4 bad ones (Red, Purple, Green)...

Sounds like the GM is very conservative about handing out setback dice.

Don't forget Lethal Blows, and you can always superior that vibrosword... and 6 advantage is a lot of advantage.

I've seen rolls with over 10. Difficulty of 1, no target defense, attribute 4, skill 2, and 6 blue stacked up, 2 black removed by talents, and 2 upgrades. Absolutely brutal... except that they rolled no net successes.

6 isn't really all that high - a well experienced party that cooperates well can be rolling 8-12 "good" dice (Yellow, Green, Blue) versus 2-4 bad ones (Red, Purple, Green)...

That's the worst. Get excited with a handful of positive dice. No successes, all advantage...fuuuuu

Don't forget Lethal Blows, and you can always superior that vibrosword... and 6 advantage is a lot of advantage.

I've seen rolls with over 10. Difficulty of 1, no target defense, attribute 4, skill 2, and 6 blue stacked up, 2 black removed by talents, and 2 upgrades. Absolutely brutal... except that they rolled no net successes.

6 isn't really all that high - a well experienced party that cooperates well can be rolling 8-12 "good" dice (Yellow, Green, Blue) versus 2-4 bad ones (Red, Purple, Green)...

Sounds like the GM is very conservative about handing out setback dice.

When players are (1) skilled and (2)cautious, justification of black dice in large numbers violates the principle life rule of "Don't be an ass"...

As for where they got that many blues... 6 players, and cooperating. They'd nullified the target's cover with threat, and stacked up blues from their own advantage. Y'know, the line where you get to give a blue to a specific other player's next action? Yeah, they love that line. They made certain the 'bot had 3-7 blue per action.... depending on just how bad the opponents were. Plus, my rolls SUCKED.

I'm the guy who, when playing Axis & Allies, takes 30 infantry and 10 tanks in vs 10 infantry, and walks away with there being 5 infantry left in the space, but none of mine...

So it sounds like only one of your PCs is getting a bunch of blue dice every turn.

Edited by fjw70

I could easily see that many blue dice if everyone at the table rolls decently and gives blue dice to the same, and last to act, player. Not a strategy without some risk as an NPC could still take that player out before they get to act.

I could easily see that many blue dice if everyone at the table rolls decently and gives blue dice to the same, and last to act, player. Not a strategy without some risk as an NPC could still take that player out before they get to act.

With the way I roll? not much of one... Especially not when it's the Def 2 tank with WT18 and Soak 5... (combat wookies can be BRUTAL.)