Equipment question

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

My group played their first adventure today. It was mostly a character creation and try out the rules session. A little combat, a little social interaction, etc. During the course of play a question came up about equipment.

Are equipment like the medpack, stims, or extra reloads/power packs used up when they are used? I'm pretty sure the medpack isn't based on the line "In addition, the internal stim storage grands the use the equivalent of one stimpack per scene". Why would they need that line if it was used up when you used it to heal someone? And based on the picture of the stimpack, it looks like there are multiple charges. So would it get used up?

The other type of game player and GM in me yells that equipment should get used up, but the beauty of the Edge of the Empire game is that it is abstract. That you shouldn't worry about the minutia. If you buy a stimpack or extra reloads, then you simply have them. You don't have to worry about bean counting how many you use, etc.

Is there something in the rules that I've missed that can shed some light on this? Is it simply a GM call?

It's also something that came up for us during playthrough of the Beginner's Box. I think it's up to the GM to decide how many Stims are in a medpack. Personally, I think 5 seems a good number (taking into account the fact that, when used multiple times in a row, the 6th one doesn't heal anything).

Consumable items are a good way to drain some of the players' credits, as well as do some ingame shopping. If you want to bypass any shopping, that you could argue that the players always have a stim or a reload pack on hand.

I also have a question of my own regarding equipment. well, gear more specifically. In the core book, gear isn't divided in seperate pieces (like helmet, body armor, gloves, etc)... so how do you handle situations where the player is looking for a specific piece (like a new helmet). I know you can just play it narratively, but I doubt a player will want to spend credits on something that offers no added benefit (and pretending the player has just spent money on fancy new boots is so... unfulfilling).

If a player doesn't have a reload on hand let them make a Mechanics check to hook their weapon up to a power source of some kind if it's a blaster. Otherwise yes, consuming a reload does mean you need to buy a new one. Believe me, this hardy ever comes up so it's almost a non-issue.

As for purchasing a helmet, there's nothing wrong with taking anything visors or goggles and just calling them a helmet, I suppose. However it wouldn't do anything for the player's soak; only actual armor can do that, and armor typically comes in a set.

The extra reloads has been debated before. Due to the encumbrance it requires I'd say it, like the medpack, isn't consumed once used. It's hardly a big problem either way, but it's name indicates plural power packs. So like the medpack I'd say it won't be an issue unless you spend months, or weeks, in the wilderness without access to refilling facilities.

I've been handling such items as "if it doesn't outright say it's a one-use item or that it's expended after each use, then it's reusable."

So stimpacks and emergency repair patches, which are noted as single-use items, are expended after being used. Extra Reloads and Medpacs don't have that language, so they can be reused. At least that's how I run it.

Now, some GMs feel that being able to use Extra Reloads multiple times in an encounter is too good of a benefit, and have house-ruled a "once per encounter" limit on such items to enable things like the Despair effect of running out ammo for a PC's blaster to keep their teeth.

Now, some GMs feel that being able to use Extra Reloads multiple times in an encounter is too good of a benefit, and have house-ruled a "once per encounter" limit on such items to enable things like the Despair effect of running out ammo for a PC's blaster to keep their teeth.

I don't get this. Player pays for item, is restricted on when item works as it should? Despair keeps its teeth because you lose part of an action, which is not insignificant. If you want it to be worse, change reloading to an action instead of maneuver. Bam.

Edited by Kshatriya

So is there no downside then, to using a medpack instead of a stimpack? Surely there has to be one, otherwise people would never buy stimpacks.

Gadgeteers and Traders have to buy an actual talent to gain access to "infinite ammo"; thus, I don't think 50 credits for extra reloads implies that you have extra reloads forever.

Stimpacks consume 0 encumbrance, a medpack 2 I think.

For extra reloads the same goes really, the talent isn't of the expensive kind, and it removes the necessity of extra reloads, that's encumbrance saved.

And again, as I said, the basic idea behind the medpack is written there, I'm pretty sure, it is assumed that players use down time to refill it, applying the same notions to extra reloads isn't a long stretch... and again, if you're out of touch with civilisation you won't get to refill, hence it will run out after an appropriate amount of uses. I guess it comes down to this: book keeping. How important is it that each extra reload be tracked when used or ought? You buy extra reloads you get a bandoleer or something of power packs. You're set.

Also, 50 credits, if that's the cost, for a talent-like ability isn't anything new in this system, for 25 credits your blaster pistol gets quick draw. The former comes into play rarely, the latter that much more often. Is either unbalancing? Not in my opinion. The extra reloads consume 1 encumbrance, that is less of other stuff carried.

Given that the talent is available to Traders, I'd say it was designed to save money rather than Encumbrance. Play it however you like, obviously, but I can count on one hand how many times I've seen a player run out of ammo, so having people keep track a few more clips if they want to isn't THAT much extra bookkeeping, and it makes perfect sense when planning what gear one wants to bring.

Two other notes;

The description for a medpac says it can produce a stim once per encounter, and the GM can eventually rule that its run out without spending Threat or anything. The description for extra ammo makes no such note.

The description for the Model 38s explosive rounds notes that new boxes must be purchased after one runs out. Under strict interpretation, this would imply that a character can only ever own one box at a time, hence why I try not to strictly interpret everything. That extra reloads only work once is implied, I should say.

It should also be noted that extra ammo/power packs also counts for things like datapads and flashlights. I really don't think that for measly 50 credits you have power for everything you own whenever a Despair result pops up. That's like having a portable generator.

So is there no downside then, to using a medpack instead of a stimpack? Surely there has to be one, otherwise people would never buy stimpacks.

The downside, as it were, is that a stimpack provides a set value of healing, starting at 5 Wounds but decreasing after each extra stimpack used, while a medpac is entirely dependent on the Medicine skill rank and dice luck of the person using it. A stimpack also only takes a single maneuver to use and can be used multiple times in a single encounter, where a Medicine check is an Action and can only be done once per encounter.

Oh, right. Hmm, medpacks don't really sound like something you would normally use in combat, unless it's really crucial.

1) Given that the talent is available to Traders, I'd say it was designed to save money rather than Encumbrance. Play it however you like, obviously, but I can count on one hand how many times I've seen a player run out of ammo, so having people keep track a few more clips if they want to isn't THAT much extra bookkeeping, and it makes perfect sense when planning what gear one wants to bring.

2) The description for a medpac says it can produce a stim once per encounter, and the GM can eventually rule that its run out without spending Threat or anything. The description for extra ammo makes no such note.

3) The description for the Model 38s explosive rounds notes that new boxes must be purchased after one runs out. Under strict interpretation, this would imply that a character can only ever own one box at a time, hence why I try not to strictly interpret everything. That extra reloads only work once is implied, I should say.

1) Well that argument works equally well for having extra reloads being multi-use, particularly since the encumbrance factors would by your interpretation make power packs as big and cumbersome as a blaster pistol...

2) As I said, its not a long stretch to make that conclusion based upon how the game works and as Donovan pointed out, one-use items are specified to be one-use item... also, its kind of logical given the name of extra reloads implying a set of extra reloads, and no an extra reload. It is not made a specific note of this being one reload, either, so the argument becomes moot since the book specifies, as already mentioned, one-use items not the other way around. Of course, feel free to interpret outside of the context and conventions of the book.

3) You would say, but I think you're wrong because of the aforementioned reasons. Had the extra reloads consumed 0 encumbrance like the stimpack, I'd probably agree, but as it stands it makes more sense that it is a box of power packs, rather than one power pack.

This was discussed, as noted, in a previous thread. Up to you how you want to run it. Stimpacks are one shots and can be used by anyone but only once each and with diminishing returns on the same day. Emergency Medpacs allow for the use of the Medicine skill without penalty (setback dice) but contain no stimpacks. Medpacs allow for the use of the Medicine skill with a boost die and have the use of one stimpack per scene. Both Medpacs are reusable and presume they are refilled between scenes. They also both have encumberance (1 and 2 respectively). Stimpacks have no encumberance, but it is basicaly an injector with five or six injections.

Extra Reloads is the Emergency Medpac to the shooters. It uses up a resource in that it has an encumberance. Once bought it doesn't go away unless plot driven. It is not a one-shot piece of equipment, like stimpacks or rations. As long as you can restock a medpac between scenes, so you can restock Extra Reloads. The Spare Clip talent cost no encumberance or funds. Individuals with the talent are always assumed to have a an extra clip if their weapon runs out of ammo.

Honestly I don't see it as an issue since you (GM) will usually want to spend those despairs on other things, so running out of ammo will usually be a rare thing. I've yet to use a despair for such a thing with so much other evil I can do. Bwhahahaha!

Oh, right. Hmm, medpacks don't really sound like something you would normally use in combat, unless it's really crucial.

Probably not, unless the guy that just got messed up has already used three or four stimpacks that day, and thus won't get much healing out of any further stimpacks, and you really need to make sure he doesn't topple over the next time an enemy looks at him funny.

From my understanding of the rules a PC always reloads off camera between scenes and Ammo is used up for the scene when you roll a Despair, if you have Extra Reloads they are used to reload during the scene. They are effectively unlimited because they are only used to offset the Despair and, like regular ammo, are reloaded off camera between scenes. The drawback is the extra ENC.

I believe that Medpacks are used basically the same way except that if you roll a Despair the kit is used up and you need to get a new one. The benefit of a Medkit is the unlimited one Stim per scene (until you roll a Despair). The drawback is the only one Stim only per scene and the ENC.

Edited by FuriousGreg

Gadgeteers and Traders have to buy an actual talent to gain access to "infinite ammo"; thus, I don't think 50 credits for extra reloads implies that you have extra reloads forever.

It's also something that came up for us during playthrough of the Beginner's Box. I think it's up to the GM to decide how many Stims are in a medpack. Personally, I think 5 seems a good number (taking into account the fact that, when used multiple times in a row, the 6th one doesn't heal anything).

Consumable items are a good way to drain some of the players' credits, as well as do some ingame shopping. If you want to bypass any shopping, that you could argue that the players always have a stim or a reload pack on hand.

I also have a question of my own regarding equipment. well, gear more specifically. In the core book, gear isn't divided in seperate pieces (like helmet, body armor, gloves, etc)... so how do you handle situations where the player is looking for a specific piece (like a new helmet). I know you can just play it narratively, but I doubt a player will want to spend credits on something that offers no added benefit (and pretending the player has just spent money on fancy new boots is so... unfulfilling).

I'd imagine that if the PC is looking for a new helmet they're doing so for a specific reason (maybe a they're looking for a helmet with a particular armor attachment already installed. In that case, the cost of the 'new helmet' can be easily assumed to be part of the attachment (and/or upgrades) in question.

If they've just decided that they want a helmet that looks different, why are you making them go shop and spend money for something like that? Do the PCs have to spend money on new clothing every time the player describe them as wearing a different color shirt?

If they've just decided that they want a helmet that looks different, why are you making them go shop and spend money for something like that? Do the PCs have to spend money on new clothing every time the player describe them as wearing a different color shirt?

This came up during our playthrough of the Escape from Mos Shuuta scenario. The player was playing Oskara, and was going on the image of her on how she looked and what she wore. Their plan was to confront Trex, but the player didn't want Trex to recognize Oskara (given their history as Bounty Hunters). So the player asked if he could go find a shop that would sell him a helmet with a closed visor. How am I supposed to handle something like that? Giving them a free helmet (because of the lack of stats) seems to go against the nature of a shop.

Shopping is one of the most enjoyable things in an RPG (at least, to me), because you finally get to spend your hard earned cash on new gadgets and whatnot. So what are my options? Give them cosmetic items for free (=/= shopping), or charge them for statless items?

Yes, charge them for statless items. If they want it, or need it, it's going to cost cash. The price of course won't need to be high in my opinion, more symbolic than anything else - unless the helmet should include a comlink of some sort, scanner goggles-like abilities or whatnot.

I'd say a closed visored helmet should cost about 100 to 200 credits, and by default make identifications harder - add setback die to perception to recognise appearance (unless you've seen them with helmet before) and perhaps even a setback die for the muffled voice. This is of course a one time bonus, and only applies against individuals that have only seen you without a helmet, and preferably in a different set of clothing/armour. Masking of the face should incur +1 or 2 setback dice, from concealment :ph34r: but not, as mentioned, as a permanent bonus - for that you have talents.

Thanks for the replies everyone. Based on the book and the discussion here I'm going to put forth to the group some stuff for each item. Medpacks are constant items, but the 1/scene stim is at GM discression. Reloads are constant items usable once per encounter. Stimpacks are one use.

Thanks for the replies everyone. Based on the book and the discussion here I'm going to put forth to the group some stuff for each item. Medpacks are constant items, but the 1/scene stim is at GM discression. Reloads are constant items usable once per encounter. Stimpacks are one use.

Of course it's always GM discretion but for the Medpack it's probably best to have a consistent rule so players know what to expect, then throw in an occasional GM fiat (or say get an extra dose if they get a Triumph).

Besides any Medic worth their weight will have extra Stimpacks in their kit.

Edited by FuriousGreg

I just received a question from one of my players asking if he could start the game with 2 utility belts; one around his waist, the other over his shoulder and across his chest (like a bandolier). I don't see anything in the book that says he can't do it, but I'm not sure if he's supposed to increase his encumbrance like that. Any suggestions?

I just received a question from one of my players asking if he could start the game with 2 utility belts; one around his waist, the other over his shoulder and across his chest (like a bandolier). I don't see anything in the book that says he can't do it, but I'm not sure if he's supposed to increase his encumbrance like that. Any suggestions?

Sounds like someone trying to game the system. I would simply say yes, and offer him a reskinned backpack.

Keep in mind since they aren't intended to be worn in that way, at least a few of the pouches will be blocked or more difficult to utilize.