Hey guys,
Long time RPG player / GM, first time caller Edge of the Empire user. My groups first game is this Sunday, so I would think a lot of questions may be coming from me over the next few weeks.
So before we get to the questions I have from a preliminary test run with my buddy, I just want to take a moment to compliment this system from what I know of it so far. You can feel free to skip this section if you're just here to help. ![]()
----
Compliment Section:
First, I like the "no level" system. I'm not going to call it a throwback to the West End Game D6 Star Wars System, but it certainly does bring that feel of years and years ago back to the table. I also like that it allows for anybody to kind of . . . "jump in" and still be effective.
I'm certainly intrigued by the "no mat" idea. It's been a while since an RPG has been less tactical and more narrative, and my hats off to FFG for that approach. I can't wait to see what my players and I bring to the table to tell the story.
On that note, I appreciate more than anything how this game is 66% DM story, 33% player story. I like how the creativity of my players can really come into play. I like that when I, as the GM, roll Threats, that the players get to choose and narrate what happens to my guy. I like how the players roll against themselves so I can't get blamed (I'm known for critting players and other such GM things that drive them nuts that are truly out of my control).
I am absolutely in love with the weapon / armor Attachment / Mod system. It's a fantastic "credit sink" that will keep the players intrigued and working towards that "perfect weapon" or "perfect armor". It's a great system for allowing for some level of "loot". ("Sure, the fallen foe has a modified Blaster Pistol that has a +1 damage attachment, Accurate +1, and the other two mod slots have been damaged by his previous attempts already." I won't be doing this too often, but it is still an option.) I really can't state how giddy I am about this.
Now, I'm not overly wild about the Starship system. It's not horrible, but the issue is is that I was in love with the Saga Edition Starship Shield system. The idea that it negates damage, and when the Threshold is beat, it lowers by 5 was fantastic. It really gave my players the drama and excitement of "SHIELDS ARE GOING DOWN!" (I even had one player who was purely land based combat, so his sole job on the ship was being that guy that sits there going "Shields are at 95% and holding!" "Captain, shields are at 38%!" It was fantastic!) and them racing around to try to raise them. The shield system isn't BAD in this, but it's nothing as special as Saga Edition was. Feel free to give me your thoughts on this little side note.
End Compliment Section
----
Question #1: Must you use 2 consecutive maneuvers to go from Medium to Long range? Or can you use one maneuver one round, then finish it NEXT round and be at Long range?
Question #2: My player was at Long Range since he had the Talent that gave him +2 Damage at that range. However, he rolled a Despair and his rifle ran out of ammo. The badguy then shot at him and got 2 Advantages, I used it to give him a Disadvantage die "on his next check.". Do these stack?
I ask because next round he used Maneuver + Action to get to Medium range. Was shot again and got 2 Advantages, again giving him another Disadvantage die. Next round he used a Maneuver to get from Medium to Short, then another Maneuver to get from Short to Engaged. I shot him again (and succeeded with the increased purple dice using a Ranged (Heavy) weapon) and rolled ANOTHER 2 Advantages, giving him ANOTHER Disadvantage die. When it was finally his turn to attack, he had accrued 3 Disadvantage dice.
The text says "Add (Disadvantage) to target's next check", it doesn't give a deadline or not. But wow, was my player annoyed at that. :|
Question #3: Any tips for "balancing" combat? I don't need it to be a perfect equation like 4E offers, but a good guideline would do wonders. My player defeated a Rival, then lost against a Nemesis, then lost against the next Rival, then TORE through three Minions, then lost against another Rival.
In the first adventure, I'm thinking of starting with a 3 Minion battle (vs. 3 PC's), then a Rival + 2 Minions (vs. 6 PC's), then a Nemesis + 2 Minions (vs. 6 PC's). I have NO clue if this is a good idea, bad idea, or what.
I feel as if I'm forgetting one . . . but I'm sure it'll come to me. Thank you so much in advance! Can't wait to check out the Forums and explore this game further.
