Healing strain during combat

By Passmorebp, in Game Masters

Why can't you move maneuver/aim maneuver/attack action all in one turn? You'll take two Strain for the second maneuver, but unless I missed something it's perfectly legal. So long as the attack immediately follows the Aim, all should be good.

My response wasn't worded the best but what his example wasn't your example. He said he made 3 maneuvers, with Side Stepping coming after Aiming and then firing. Can't do what he wrote. Can do what you wrote. I meant to say you can't move, aim, sidestep, then fire.

Edited by 2P51

You can't take more than two maneuvers even with Unmatched Mobility?...

You got me there, wasn't thinking the SA. You can with that. Meant all the poor cousins that don't have that SA.....

Edited by 2P51

S'okay. Really its just one of many examples. Point being, with a decent dice pool, you can often generate a lot of advantage to keep from having to worry about strain.

I suppose if someone needed to use Dodge a lot, they would burn through Strain. We shall once we have more Lightsabers being swung around how that goes.....

There already is a strain stimpack by function as Lesai (p185) for 500 Credits at Rarity 9 restricted that recovers all of a character's strain. Strain is an easily managed resource so I've got no problem limiting to Politico, Cool/Discipline after combat, Advantages & 1 Medicine check per encounter anymore and prepare to shell out 500 credits a pop.

It also goes without saying that enemies should be dealing Strain damage when it's narratively appropriate not just to pick on a Wookie because they have 9 strain and 20 wounds is too hard to deal with.

Edited by InOzWeTrust

(Okay, so I want to first say that how y'all handled those misinterpreted posts was very cool. I started to see a little bickering here & there on other threads, so it's nice to see some mature people coming into agreement. Kudos!)

Progressions : Your posts are, once again, really helpful. I am going to read up again in the book for strain recovery at the end of the encounter.

ccarlson101 : I agree with what Progressions said. Sounds like the rules are working. And (apologies for carrying this over from another thread here ....) with everyone spending advantages to recover from strain & stay in the fight, there will be less advantages for critical hits and granting boost dice. :D

Yeah, sounds like it's working well.

And also, InOzWeTrust : Thanks for the reminder about Lesai!

Our doctor is a Booster Blue addict, and he's a brilliant player in terms of RP'ing it. His serums for the other players are constantly being questioned. ("Ummm.... so what are you giving me again?... To do what?...") It's definitely not above him to administer contraband to keep his party going strong.

There just aren't enough withdrawals in the game, imo, other than the black dice.

I agree it is "working", insomuch as the PCs are able to keep strain from becoming much of an issue for them by using what the system provides.

Where I think it misses the mark as a GM, is in trying to build tension, generate a sense of risk, or otherwise take advantage of the PCs having (what is presumably supposed to be) a managed resource to exploit.

If the PCs only need make a couple good rolls to dig themselves out of a hole, I don't see the above coming much into effect.

I think the better risk/tension is with Wounds or with stun weapons that hit them more when they're already using strain. But I like that strain is a rather balanced risk-reward mechanic, and it's cool to see it being used as intended by players.