Assist maneuver

By archon007, in Star Wars: Edge of the Empire RPG

Performing the Assist maneuver allows engaged ally to add a boost die to the next check.[\quote]

I have a droid noncombat droid player that uses a blaster pistol and wants to assist other players. Would you allow this maneuver for a player to fire a blaster at an enemy to give a boost die to another player firing a blaster at that same enemy? Would you make it an action instead? Maybe, using the Assisted check rules on page 25?

Thoughts?

Why not use the droid as a spotter, this would negate the need for a blaster on a non-combat droid.

I'd absolutely allow the Assist maneuver to apply to combat checks. There's nothing in the rules against it.

And flavor it up however you want. If it means adding some leading or covering fire, or just acting as a spotter, go with what makes sense for the situation. This game is much more about the narrative flair instead of the "the rules say you must X."

I'd absolutely allow the Assist maneuver to apply to combat checks. There's nothing in the rules against it.

And flavor it up however you want. If it means adding some leading or covering fire, or just acting as a spotter, go with what makes sense for the situation. This game is much more about the narrative flair instead of the "the rules say you must X."

Sure, just make sure not to allow too many armchair quarterbacks to allow making the winning play too easy.

We had five players all wanting to assist the NPC Mechanic in fixing the ship. In theory this would have granted 5 Bonus dice, but this seemed too generous. Imagine how much worse it would be if 1,000 damage control crewmen on an ISD assisted the engineer attempting repairs: "OK, that's 90 successes so the ship is as good as new." In one turn. During Combat. Good thing they can only do it once per encounter. :rolleyes:

In the end, it means the PC's are just getting an extra boost die instead of an entire other chance at doing damage, so it easily balances out.

I've been wondering something about the Assist Maneuver. Assisted Checks on p.25 says that if the help is "skilled" then you can add the helpers skill or characteristic if it's higher than the one being helped. The next page says that if the help is "unskilled" (lower than the PC's values) the one being assisted just gains a boost die.

Would these same rules apply to the Assist Maneuver?

In the end, it means the PC's are just getting an extra boost die instead of an entire other chance at doing damage, so it easily balances out.

I've been wondering something about the Assist Maneuver. Assisted Checks on p.25 says that if the help is "skilled" then you can add the helpers skill or characteristic if it's higher than the one being helped. The next page says that if the help is "unskilled" (lower than the PC's values) the one being assisted just gains a boost die.

Would these same rules apply to the Assist Maneuver?

I believe that the intent is to allow fo cooperative non-combat related rolls, such as Hacking a computer or plotting an astrogation course or negotiating services for a ship. That way 2 PC's could assist each other by forming the greatest dice pool for their efforts.

I'd absolutely allow the Assist maneuver to apply to combat checks. There's nothing in the rules against it.

And flavor it up however you want. If it means adding some leading or covering fire, or just acting as a spotter, go with what makes sense for the situation. This game is much more about the narrative flair instead of the "the rules say you must X."

Sure, just make sure not to allow too many armchair quarterbacks to allow making the winning play too easy.

We had five players all wanting to assist the NPC Mechanic in fixing the ship. In theory this would have granted 5 Bonus dice, but this seemed too generous. Imagine how much worse it would be if 1,000 damage control crewmen on an ISD assisted the engineer attempting repairs: "OK, that's 90 successes so the ship is as good as new." In one turn. During Combat. Good thing they can only do it once per encounter. :rolleyes:

I certainly agree. I believe the section does go on to say that the GM should only allow as many "helpers" as would make sense. I'm not sure how I'd handle an Imp Star, my PC's take great pains to avoid them whenever possible.

Sorry to hijack your thread but I was about to ask this regarding assist maneuver as well...

What do you do if PC have identical stats and wanting to work together.

Say 2 Players both have 2 cunning 1 perception and are working to find a hidden smuggling compartment. Since they are both TRAINED in the skill, it should give more than a boost die (which is for UNTRAINED assist).

Do you give them 2 boost die? 1 upgrade? 1 upgrade + 1 boost

Edited by Diggles

In the end, it means the PC's are just getting an extra boost die instead of an entire other chance at doing damage, so it easily balances out.

I've been wondering something about the Assist Maneuver. Assisted Checks on p.25 says that if the help is "skilled" then you can add the helpers skill or characteristic if it's higher than the one being helped. The next page says that if the help is "unskilled" (lower than the PC's values) the one being assisted just gains a boost die.

Would these same rules apply to the Assist Maneuver?

In the end, it means the PC's are just getting an extra boost die instead of an entire other chance at doing damage, so it easily balances out.

I've been wondering something about the Assist Maneuver. Assisted Checks on p.25 says that if the help is "skilled" then you can add the helpers skill or characteristic if it's higher than the one being helped. The next page says that if the help is "unskilled" (lower than the PC's values) the one being assisted just gains a boost die.

Would these same rules apply to the Assist Maneuver?

The assist maneuver is covered in the combat chapter, and just adds a boost die to the person assisted. Oh, and you must be engaged with them to assist them. So watch out for the grenades!

Sorry to hijack your thread but I was about to ask this regarding assist maneuver as well...

What do you do if PC have identical stats and wanting to work together.

Say 2 Players both have 2 cunning 1 perception and are working to find a hidden smuggling compartment. Since they are both TRAINED in the skill, it should give more than a boost die (which is for UNTRAINED assist).

Do you give them 2 boost die? 1 upgrade? 1 upgrade + 1 boost

Per the rules, there would be no gain. So why not have them roll separate? Otherwise, you could just let one give the other a boost die, since a trained attempt would grant no bonus. However, your idea of upgrading the skill check once wouldn't be too overpowering, I think.

-EF

In the end, it means the PC's are just getting an extra boost die instead of an entire other chance at doing damage, so it easily balances out.

I've been wondering something about the Assist Maneuver. Assisted Checks on p.25 says that if the help is "skilled" then you can add the helpers skill or characteristic if it's higher than the one being helped. The next page says that if the help is "unskilled" (lower than the PC's values) the one being assisted just gains a boost die.

Would these same rules apply to the Assist Maneuver?

They can take the Assist Maneuver and still vet off their own shot. Taking Assist just means they don't Aim their own shot. If I have a blaster pistol and my buddy has a heavy blaster rifle, more often than not I'm better off offering Assist than taking Aim for my maneuver. Either way, I can still get off my own shot.

Oh good point! I'm so used to how assist works in other games, I failed to recognize the maneuver aspect of it here. That's pretty cool actually!

That also may explain/answer my question about why it's less effective than normal skilled Assisted Checks. You are not spending your whole action, so it's just a boost die.

Sorry to hijack your thread but I was about to ask this regarding assist maneuver as well...

What do you do if PC have identical stats and wanting to work together.

Say 2 Players both have 2 cunning 1 perception and are working to find a hidden smuggling compartment. Since they are both TRAINED in the skill, it should give more than a boost die (which is for UNTRAINED assist).

Do you give them 2 boost die? 1 upgrade? 1 upgrade + 1 boost

According to the rules if the assisting person doesn't have a higher skill or ability (attribute) the are considered unskilled so it would be 1 boost die.

The assist works simply either take the highest Ability and skill from each assisting person, if not add 1 boost die. Max boost die is determined by GM on how many cooks in the kitchen can help or not.

The assist maneuver is covered in the combat chapter, and just adds a boost die to the person assisted. Oh, and you must be engaged with them to assist them. So watch out for the grenades!

Is the assist maneuver intended to be available during vehicle combat? I read somewhere there's no reason it shouldn't be (e.g., as the gunner is picking up his visual scanning, someone within the ship in "engaged" distance notices on his radar display that a fighter is about to swing into view and calls it out for him), but it seems to overlap somewhat with the Fire Discipline action.

(And since the other PC has to be "engaged," we end up with a question of whether there's enough room in the particular starship's gunnery station to contain two PCs in the first place.)

Thoughts?

Edited by DBJordan
Performing the Assist maneuver allows engaged ally to add a boost die to the next check.[\quote]

I have a droid noncombat droid player that uses a blaster pistol and wants to assist other players. Would you allow this maneuver for a player to fire a blaster at an enemy to give a boost die to another player firing a blaster at that same enemy? Would you make it an action instead? Maybe, using the Assisted check rules on page 25?

Thoughts?

I dunno. There's already a way to give allies Boosts in combat, it's from spending Advantages generated by your own roll. A simple assist, which doesn't even require a successful roll, granting the same bonus as a rolled Advantage? Seems too easy to me.

Performing the Assist maneuver allows engaged ally to add a boost die to the next check.[\quote]

I have a droid noncombat droid player that uses a blaster pistol and wants to assist other players. Would you allow this maneuver for a player to fire a blaster at an enemy to give a boost die to another player firing a blaster at that same enemy? Would you make it an action instead? Maybe, using the Assisted check rules on page 25?

Thoughts?

I dunno. There's already a way to give allies Boosts in combat, it's from spending Advantages generated by your own roll. A simple assist, which doesn't even require a successful roll, granting the same bonus as a rolled Advantage? Seems too easy to me.

It's the entire purpose of the Assist Maneuver. Adding on extra Boost from whatever Advantages come along is a way to get additional Boost, not the replacement for Assist. Keep in mind that this can work for the NPCs too.

If two NPCs are in melee with a PC and the first rolls well enough to grant a Boost to his buddy (2 Advantages) and also to gain a free Maneuver (another 2 Advantages), he can then immediately use that Maneuver to Assist his buddy. If the buddy then uses an Aim Maneuver immediately prior to his attack, he's now boasting a respectable 3 Boost!

I dunno. There's already a way to give allies Boosts in combat, it's from spending Advantages generated by your own roll. A simple assist, which doesn't even require a successful roll, granting the same bonus as a rolled Advantage? Seems too easy to me.

Except you are assuming every character can generate enough advantage to accomplish that. As I said this was about a non-combat droid character trying to help. He has 1 Agility and no skill but still wants to help, distract, etc which is what this thread is about.

Edited by archon007

Duplicate post. Anyway to delete?

Edited by archon007