Destiny and the Marauder

By amigoNUMBER1, in Star Wars: Edge of the Empire RPG

I have a few questions and i wonder if anyone has any opinion one. While in my last session my players rolled all lightside points at the start and immediantly agreed to not spend them to prevent me from having any darkside points to use. Is there any good way to talk them out of this?

Also i was wondering if anyone could chime in on a situation ive been having. In game, the players are a human maraduder, a droid scout, a rodian survivalist, and a trandoshan gageteer. The maraduder seems to have grown much more powerful then the rest of the party and im having trouble challenging him without threatening an unfair fight to the rest of the party.

He also seems to be trying to create a marauder/assassin/mercenary solider build later on but his was to maximise his lethal blows with the highest vicious vibroaxe he can mod. Is it odd that he wants to kill through just crits?

Technically, Crits are the only way to kill someone.

Marauders are tough, but they don't tend to be exceptional beyond the Engaged range bracket. Most of them are fairly vulnerable to Stun damage as all those Toughened don't matter a bit against Stun.

How many sessions do you think they will all roll just light-side points? I think this will be rare and I wouldn't sweat it too much. You can explain to them again what they gain by using light-side points ... a proficiency die = another chance at a triumph and pure awesomeness. =) In the same breath you need to let them know that you adding a challenge die to their check = a chance at much despair and pure awesomeness! ;-)

It sounds like this human marauder is melee / brawl one-trick pony. Toss in some encounters with baddies firing long range blasters on stun at him to slow him down a bit, He will have to burn 2 more strain to get to short range and wouldn't even reach them. Then on their turn, move them back two movements, burn some strain, and shoot him again with the blasters on stun. Blasters on stun is the key because it does strain damage to him and so will his movement towards your forces.

I know that sounds a bit mean, but it could make for an interesting fight for him. I'm not saying do this all the time. Use the terrain to your advantage too. Difficult terrain doubles the movement cost to move through. Think in 3 dimensions on your map as well, have your baddies shoot from up above and have some space for them to move up higher, etc.

If you do match him up with some melee baddies, make sure you've got some ranged attackers firing at him as well. Use the adversary talent on your big bads to always upgrade the difficulty to hit them in combat, so that 2 purple melee difficulty is 1 purple and 1 red (a chance for despair). =)

Z

Blasters on stun setting can only fire from short range.

Your best bet is to have a Teras Kasi go up against him in a quasi duel. (Doctor/Marauder/Gadgeteer)

They didn't let you spend points by stopping themselves from spending them. It sounds awfully boring to me. Did they enjoy it?

We'd discussed trying to arrange that situation before very big encounters with villains so the GM couldn't have the villain dramatically escape on us. It sounded like a good idea for about 15 minutes then someone sait that recurring villains are the best kind. Everyone seems to think what a waste Darth Maul was because he died so quickly. Everyone wanted to see him more. So that was the end of our big plan.

The thing about holding onto Destiny Points is that whatever you gain in the GM's loss you are also losing. What they are basically saying is that they don't want to play with Destiny Points.

If you're the GM, just end the session. Now start another one and reroll the Destiny. :P

If you're the GM, just end the session. Now start another one and reroll the Destiny. :P

Sneaky GM tricks! Should be a thread dedicated to those!

If they do this consistently, don't let them retry checks until they succeed. They get ONE roll to unlock the door, slice the computer, etc. Or, make them try to out talk a hutt. If it's too difficult then they fail... or spend a destiny point.

The Marauder is a beast. A player of mine chose that for a test game and dumped all of his XP into talents instead of traits (again, a one-shot test game). The best ways to deal with him, we realized, was to outnumber him (an entire minion squad on him), stun blasts (didn't use it because it was a test game and combat would have stalled right there) or another Strain-based damage like Scathing Tirade, or blast from a good range (snipers in the trees, for example, or just have them at the other end of the cantina).

There's also giving good enough armor to negate the bonuses brought out by the ax (house rule if you have to), a species that reducing critical hits, and if memory serves correctly, there's a talent that does that as well.

Basically, Marauders are melee monkeys. Take them out of melee and you're fine. Or, if you want to offer a challenge, put them in a melee against something that can rival them. In some older Star Wars games, I realized that as soon as the Jedi Guardian hit a certain point, I needed to throw tough melee combatants at him, so I resorted to high strength droids with cortosis weave; that kept him busy for a while. . .

As for the Destiny Points, there are other sneaky GM tricks:

1) Upgrade the difficulty "just because." By this, you need a valid reason, but with the contested roll mechanics, this can be pretty simple to come up with. You also could claim that the NPC that did X-Y-Z had a talent that upgraded the difficulty instead of increasing it.

2) Tougher situations. Make them have to take on larger numbers of opposition to make them want to burn the Destiny Points.

And now, my personal favourite:

3) Blindside Them. Put them in a situation where you KNOW they are not prepared, and remind them that a Destiny Point can be spent to allow them to have whatever item they needed to be ready for that. The book gives a prime example about having breath masks on board when no one announced they were buying them.

It's dissapointing your players aren't willing to work with destiny points just so you won't have use of them. They should be reminded that the GM is not their enemy, and the destiny points are there to create a more engaging experience.

On Destiny Points:

I agree with most of the recommendations here, but if it were my group, I would try to investigate WHY the PCs are doing this. The Destiny Point dynamic is designed to be a give-and-take, and to make the game fun. I suspect there is one of three root causes:

1) The PCs don't "get" the mechanic - if this is the case, try to demonstrate to them (or outright explain to them) that it's a give-and-take game balance mechanic intended to make the game more fun, more challenging, and more cinematic.

2) The PCs have been burned by the mechanic - If you've trashed them with the mechanic, perhaps it was a one-time thing that left a bad taste in their mouth. Or maybe it was another GM? In either case, again, I think it may be a "getting it" issue.

3) The PCs understand the mechanic but genuinely don't like it - It's supposed to be fun for everyone, right? So if the players genuinely don't like the mechanic (perhaps they don't like the unpredictability?), then do away with or modify the mechanic.

As others have pointed out, though, there's not reason not to upgrade difficulties just because you don't have Destiny Points. That's only one way to do it.

By the way, if the PCs only do it from time to time, I don't think it's bad, because it will add variety to the game. And remember that YOU can hoard, too. I don't recommend doing this just for kicks, but with a tonal agenda, I think it could be a powerful weapon. For example, if I were ever to do an ALIEN-style adventure, I would, as GM, try to sit on as many DPs as possible, to underscore the idea that the characters should feel powerless and nervous.

On the Marauder:

You say the Marauder is more powerful, but I think you actually mean more combat-ready. And there's nothing wrong with that. You've got characters with a wide range of strengths, so diversify your encounters to give each of the a little "screen" time.

For example, you've got a Scout and an Explorer. It seems to be that there should be a fair amount of exploration because of that. Give those characters a chance to shine, just as much as you give the combat guys a chance to shine. Give EVERYBODY a chance to shine.

Maybe, for example, rather than just fighting an enemy, the heroes are racing with the enemy to get to a particular location. A trek through the wilderness should give the Explorer and Scout some attention, and, sure, the Marauder is tough, but they're probably better and finding shortcuts, climbing mountains, etc.

A lot of it also depends on how the other PCs feel, though. If the PCs feel that they're not good enough in combat, then by all means design encounters that will help even the playing field a little (but you can't forget that one player INVESTED in a melee monster and bought it fair and square). Maybe throw in some flying enemies. To use a movie example (which is not always perfect), Anakin can plow through hordes of ground-based enemies, but when surrounded by gun-toting, flying Geonosians (backed by a droideka "boss") he has to back down.

Space encounters are another way to add variety. I'd bet that the Marauder makes a decent gunner, but he's probably not as overwhelming in the seat as he is in your face.

Also, consider encounters where the objective is something other than "wipe them out." In my Saga game (currently on hold and likely to convert to the new system), I try to make a lot of the encounters about a goal other than just "winning." Get to a location. Slice a computer. Decipher a riddle. AND doing while being attacked. That gives the combat folk something interesting to do while others are doing equally valuable things. The Marauder may seem annoyingly overpowered during a straight fight, but when he's running interference for the other characters while they try to escort an innocent but hunted target off the field of battle, everyone will be excited about how tough he is!

Another thing to consider is Obligation. Even if the dice don't come up, are there obligation strings you can pull? (Also consider that if the Marauder is genuinely running around just savagely murdering folk, his Obligation will probably increase, as he either becomes an increasingly wanted man or relatives of his victims put out bounties).

With all these suggestions, though, it comes down to what's fun for your group. If the other players don't mind that the Marauder excels in combat, and he genuinely enjoys plowing through hordes of mooks, what's the harm?

Edited by gwek

I must admit I havent figured out why my players are so afraid of the dark side points, the last session i used them i had used 2 to boost enemy vigillance. Prior i had only used a few to make a big bad harder to hit. I hope that they will come around.

I hadnt thought to use stun setting against the marauder, and since he is so fond of feral strength he never seems to have alot. I'll probably work that in next session.

My group will be having their first session with space combat next week so that should give the other players some spot light as well.

I agree with gwek regarding the Destiny Points.

I'd discuss with the players why they feel this is appropriate. It's even addressed in the rulebook if I am not mistaken.

Sitting on the light side Destiny Points to prevent the GM from having any Dark Side points is considered not a very sporting use of that mechanic.

On Destiny Points:

I agree with most of the recommendations here, but if it were my group, I would try to investigate WHY the PCs are doing this. The Destiny Point dynamic is designed to be a give-and-take, and to make the game fun. I suspect there is one of three root causes:

1) The PCs don't "get" the mechanic - if this is the case, try to demonstrate to them (or outright explain to them) that it's a give-and-take game balance mechanic intended to make the game more fun, more challenging, and more cinematic.

2) The PCs have been burned by the mechanic - If you've trashed them with the mechanic, perhaps it was a one-time thing that left a bad taste in their mouth. Or maybe it was another GM? In either case, again, I think it may be a "getting it" issue.

3) The PCs understand the mechanic but genuinely don't like it - It's supposed to be fun for everyone, right? So if the players genuinely don't like the mechanic (perhaps they don't like the unpredictability?), then do away with or modify the mechanic.

As others have pointed out, though, there's not reason not to upgrade difficulties just because you don't have Destiny Points. That's only one way to do it.

By the way, if the PCs only do it from time to time, I don't think it's bad, because it will add variety to the game. And remember that YOU can hoard, too. I don't recommend doing this just for kicks, but with a tonal agenda, I think it could be a powerful weapon. For example, if I were ever to do an ALIEN-style adventure, I would, as GM, try to sit on as many DPs as possible, to underscore the idea that the characters should feel powerless and nervous.

On the Marauder:

You say the Marauder is more powerful, but I think you actually mean more combat-ready. And there's nothing wrong with that. You've got characters with a wide range of strengths, so diversify your encounters to give each of the a little "screen" time.

For example, you've got a Scout and an Explorer. It seems to be that there should be a fair amount of exploration because of that. Give those characters a chance to shine, just as much as you give the combat guys a chance to shine. Give EVERYBODY a chance to shine.

Maybe, for example, rather than just fighting an enemy, the heroes are racing with the enemy to get to a particular location. A trek through the wilderness should give the Explorer and Scout some attention, and, sure, the Marauder is tough, but they're probably better and finding shortcuts, climbing mountains, etc.

A lot of it also depends on how the other PCs feel, though. If the PCs feel that they're not good enough in combat, then by all means design encounters that will help even the playing field a little (but you can't forget that one player INVESTED in a melee monster and bought it fair and square). Maybe throw in some flying enemies. To use a movie example (which is not always perfect), Anakin can plow through hordes of ground-based enemies, but when surrounded by gun-toting, flying Geonosians (backed by a droideka "boss") he has to back down.

Space encounters are another way to add variety. I'd bet that the Marauder makes a decent gunner, but he's probably not as overwhelming in the seat as he is in your face.

Also, consider encounters where the objective is something other than "wipe them out." In my Saga game (currently on hold and likely to convert to the new system), I try to make a lot of the encounters about a goal other than just "winning." Get to a location. Slice a computer. Decipher a riddle. AND doing while being attacked. That gives the combat folk something interesting to do while others are doing equally valuable things. The Marauder may seem annoyingly overpowered during a straight fight, but when he's running interference for the other characters while they try to escort an innocent but hunted target off the field of battle, everyone will be excited about how tough he is!

Another thing to consider is Obligation. Even if the dice don't come up, are there obligation strings you can pull? (Also consider that if the Marauder is genuinely running around just savagely murdering folk, his Obligation will probably increase, as he either becomes an increasingly wanted man or relatives of his victims put out bounties).

With all these suggestions, though, it comes down to what's fun for your group. If the other players don't mind that the Marauder excels in combat, and he genuinely enjoys plowing through hordes of mooks, what's the harm?

Zomg someone understands how to deal with a combat oriented character! Someone please pinch me!

Page 315 iirc , have the players read it. Then point out that destiny points bring a cinematic feel to the game.

Despair examples- Han chases a squad of troopers into a room with 30 more. Luke blasts the door controls only to discover he needs them for the bridge to work. Luke ends up being dumped in the Rancor den , all these things are cinematic , have them listen to the skill monkey website about what the results can do. Remember its a two way street every time you flip that dark side point it might result in a triumph later on for them. You just have to paint the picture and sell it to them.

Edited by syrath

I would just read the section in the book that addresses this issue and how it goes against the spirit of the game. Also it hurts them more than helps them because instead of having a limited number of dark side points they can see I'd just start sending more rivals at them with the Adversary talent against them making it tougher for them until they had to use them.

The Marauder player obviously enjoys shining in close combat. So, give it to him. There is nothing wrong with letting that character plow through hordes of mooks, if the adventure is designed for it. Don't have that melee be the resolution to the plot, just have it be something fun for that player to do. Give other players their fun thing to do as well.

Toss in some encounters and challenges that can't be dealt with by melee combat.

As for the sitting on all the Light Side tokens so the GM doesn't get any Dark Side, let them. They are also depriving themselves of a resource. Think of ways to make the adventure challenging without Dark Side points. I find that I very seldom use them for big things. My players on the other hand love to spend Destiny to do more epic stuff. I try to keep my game from turning into an adversarial GM vs Players contest. I want my players to have fun and tell an epic story. That is how I "win". I don't win by wiping the floor with them. The bad guys may win that way, but I am not a bad guy.

The Marauder player obviously enjoys shining in close combat. So, give it to him. There is nothing wrong with letting that character plow through hordes of mooks, if the adventure is designed for it. Don't have that melee be the resolution to the plot, just have it be something fun for that player to do. Give other players their fun thing to do as well.

Toss in some encounters and challenges that can't be dealt with by melee combat.

As for the sitting on all the Light Side tokens so the GM doesn't get any Dark Side, let them. They are also depriving themselves of a resource. Think of ways to make the adventure challenging without Dark Side points. I find that I very seldom use them for big things. My players on the other hand love to spend Destiny to do more epic stuff. I try to keep my game from turning into an adversarial GM vs Players contest. I want my players to have fun and tell an epic story. That is how I "win". I don't win by wiping the floor with them. The bad guys may win that way, but I am not a bad guy.

This guy gets it!

For my players they were trying to figure out a way to sneak into Teemo's palace. One guy was drawing a blank, and i flipped a light side destiny for him and told him he found a helmet laying around with a face mask (a.k.a Lando's cheesy RotJ disguise) When the characters were doing some critical slicing on a computer, they were blowing light side destiny like crazy.

honestly, LET the maurader have his fun. I can see an encounter when he becomes a doorstop as some horde of creatures comes rushing up. Trying to hold them off while the other characters try to figure out some puzzle or way to close the door.

it is not about defeating the PCs, but challenging them

For my players they were trying to figure out a way to sneak into Teemo's palace. One guy was drawing a blank, and i flipped a light side destiny for him and told him he found a helmet laying around with a face mask (a.k.a Lando's cheesy RotJ disguise) When the characters were doing some critical slicing on a computer, they were blowing light side destiny like crazy.

honestly, LET the maurader have his fun. I can see an encounter when he becomes a doorstop as some horde of creatures comes rushing up. Trying to hold them off while the other characters try to figure out some puzzle or way to close the door.

it is not about defeating the PCs, but challenging them

"Ganner Rysode" him!