Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...

Game Mechanics
Feedback on the rules for the Edge of the Empire Beta
Moderator: FFG_Sam Stewartynnen Topics: 144 | Posts: 3073
Adversaries Feedback Thread
Published on 22 August 2012 - 21:26:22
Page 3 of 5 (64 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #31 | Published on 24 September 2012 - 16:34:13

Exalted5 said:

So then how does wound allocation work?  Let's say a player hits a group of 4 Stormtroopers (5 soak/5 wounds each) for 20 damage (big gun, point blank, lots of successes).

Does he kill two Stormtroopers, or just one?  Does damage get capped at the max wounds of a single entity within the group, or spill over? I can't find this clearly articulated in the rules.

In this case, he'd take out three Stormtroopers, as the damage spills over.

The first five points of that 20 damage would be absorbed by the stormie's Soak Value.  Then the remaining fifteen would be applied against the minion group's combined Wound Threshold of 20.  As every five points of damage takes out a stormtrooper, the PC is doing enough damage to wipe out three of them, leaving a single trooper standing.

That's the 'downside' to minion groups, is that they are easier for heroes to take out due to the damage spill over.

 

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #32 | Published on 25 September 2012 - 23:54:22
Convention
705 N Mountain Road
United States
Connecticut

Donovan Morningfire said:

Exalted5 said:

 

So then how does wound allocation work?  Let's say a player hits a group of 4 Stormtroopers (5 soak/5 wounds each) for 20 damage (big gun, point blank, lots of successes).

Does he kill two Stormtroopers, or just one?  Does damage get capped at the max wounds of a single entity within the group, or spill over? I can't find this clearly articulated in the rules.

 

 

In this case, he'd take out three Stormtroopers, as the damage spills over.

The first five points of that 20 damage would be absorbed by the stormie's Soak Value.  Then the remaining fifteen would be applied against the minion group's combined Wound Threshold of 20.  As every five points of damage takes out a stormtrooper, the PC is doing enough damage to wipe out three of them, leaving a single trooper standing.

That's the 'downside' to minion groups, is that they are easier for heroes to take out due to the damage spill over.

 

 

Donovan is correct by my count.  To further take this example, if there are 6 battle droids (trade federation soak3/wounds 4) minions outside a crashed republic fighter and a PC leaps out  with a huge vibro sword and strikes succesfully for 16 points and a critical hit, then 4 droids would have been torn to pieces, mimicing high adventure combat without compliocating the game with "multiple attacks" that bog down so many games.

Like donovan said, minions should be minor threats, and IMO should help make the heros feel powerful in the game.

Reply #33 | Published on 26 September 2012 - 11:11:03
4
0

I'm planning my second session and I created an NPC stat-block in table-form, to be inserted into a .odt doc (or whatever).  How might I share it here?

Without Signature
Reply #34 | Published on 26 September 2012 - 13:07:34

Greedo is Good said:

I'm planning my second session and I created an NPC stat-block in table-form, to be inserted into a .odt doc (or whatever).  How might I share it here?

I think posters usually post the document to google docs or dropbox and then post a link.

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #35 | Published on 30 September 2012 - 17:20:23
12
2

On Minions - I never had an issue with the PCs making one attack against all minions, but the reverse was a bit confusing to me - as a GM when my Tusken snipers made one collective attack as a group, I was a little unsure about how to build my die pool --- I boosted the attack dice by upgrading a proficiency die for each additional group member beyond the first, calculated range as difficulty --- but some of my players were prone, others had cover, yet others had suffered conditions that should give my Tuskens a boost die on their attack…

So with each PC as an individual target requiring varied, unique dice pool modifications - I was unsure what to do.   Certainly we could adjudicate that any boost and setback dice could cancel each other out, but it still seems odd and unbalanced to calculate - am I missing something?    I'm all for the elegance of speeding up play, giving the PCs some fodder to toy with, etc.    Nobody likes watching their GM roll for a group of four NPCs.   (In other games I sometimes let players roll just to keep em busy and engaged.)

Am i missing something on how to handle minion groups?   Also I thought Minions/Henchmen don't get skills, but they seem to have skill ratings.   Apologies if this has been covered or if I'm way off base.

"You find a clue token in the woods"

Reply #36 | Published on 30 September 2012 - 18:56:31

Literal_DM said:

On Minions - I never had an issue with the PCs making one attack against all minions, but the reverse was a bit confusing to me - as a GM when my Tusken snipers made one collective attack as a group, I was a little unsure about how to build my die pool --- I boosted the attack dice by upgrading a proficiency die for each additional group member beyond the first, calculated range as difficulty --- but some of my players were prone, others had cover, yet others had suffered conditions that should give my Tuskens a boost die on their attack…

So with each PC as an individual target requiring varied, unique dice pool modifications - I was unsure what to do.   Certainly we could adjudicate that any boost and setback dice could cancel each other out, but it still seems odd and unbalanced to calculate - am I missing something?    I'm all for the elegance of speeding up play, giving the PCs some fodder to toy with, etc.    Nobody likes watching their GM roll for a group of four NPCs.   (In other games I sometimes let players roll just to keep em busy and engaged.)

Am i missing something on how to handle minion groups?   Also I thought Minions/Henchmen don't get skills, but they seem to have skill ratings.   Apologies if this has been covered or if I'm way off base.

The thing with Minions is they only get those skills if they're acting as a unified group, treating them as a single entity that is allowed one maneuver and one action each round with a Wound Threshold equal to the combined total of each individual minion.

So for your Tusken Snipers, they only get to use their listed skill ranks in if you put at least two of them into a minion group. and they'd only get to attack one of your PCs on their turn, and whatever status effect (prone, cover, etc) is on the targeted PC would apply, while the status effects on the non-targeted PCs are ignored for that minion group.

Now, if the Tusken Snipers are attacking as individuals, they can each target a separate PC, but don't get the benefit of their skills.

It's kinda hard to explain, but hopefully the above helps clarify things at least a little.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #37 | Published on 30 September 2012 - 19:24:12

Had a thought about minions and how they suffer damage earlier today.

Per the rules regarding minions, a critical hit automatically takes out a Minion.  And if it's a group of minions, you drop one minion automatically (making high damage, low Crit Rating weapons like lightsabers, vibroswords, and distruptor weapons pretty nasty)

Now what I got to wondering is that would a group of Minions still be considered a "single target" for purposes of triggering multiple critical hits?

My gut instinct is to say no, as Minion Groups are considered to operate as a single entity, but I could easily see arguments being made that as said group is composed of multiple individuals, you should be allowed to activate multiple critical hits against them.

Maybe something to address in the section about putting Minions in groups, one way or the other.

Although if it turns out you can score multiple critical hits against a Minion group, then the afore-mentioned weapons, or even a weapon that's been Jury-Rigged to reduce a standard Crit Rating of 3 down to a 2, just got a whole lot more potent against Minion groups.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #38 | Published on 30 September 2012 - 21:15:59

Donovan Morningfire said:

Had a thought about minions and how they suffer damage earlier today.

Per the rules regarding minions, a critical hit automatically takes out a Minion.  And if it's a group of minions, you drop one minion automatically (making high damage, low Crit Rating weapons like lightsabers, vibroswords, and distruptor weapons pretty nasty)

Now what I got to wondering is that would a group of Minions still be considered a "single target" for purposes of triggering multiple critical hits?

My gut instinct is to say no, as Minion Groups are considered to operate as a single entity, but I could easily see arguments being made that as said group is composed of multiple individuals, you should be allowed to activate multiple critical hits against them.

Maybe something to address in the section about putting Minions in groups, one way or the other.

Although if it turns out you can score multiple critical hits against a Minion group, then the afore-mentioned weapons, or even a weapon that's been Jury-Rigged to reduce a standard Crit Rating of 3 down to a 2, just got a whole lot more potent against Minion groups.

Well, I don't think there disagreement on the fact that you can activate autofire (without walking fire) to hit all the minions, so i don't see why there would be a problem for multiple critical hits either.  Did that make sense?

 

-WJL

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #39 | Published on 01 October 2012 - 06:25:10

LethalDose said:

Well, I don't think there disagreement on the fact that you can activate autofire (without walking fire) to hit all the minions, so i don't see why there would be a problem for multiple critical hits either.  Did that make sense?

-WJL

At least for Autofire, it makes sense that you could mow down multiple Minions in one go, since in terms of how the mechanics operate, Autofire allows you to hit a single target multiple times, with the damage to a Minion group being abstracted.

A Critical Hit just means you drop said minion outright, and has the caveat that if activated multiple times against a single opponent, you just add +10 to the Critical Hit roll for each additional Crit activation (something I'd missed on the initial read-thru).  Like I said, I'm extremey hesitant about allowing it, as bumps weapons like the lightsaber into perhpap being too effective at goon sweeping, seeing as how a base hit already guarentees two dead minions, and two or three Advantage on the roll means a dead minion group.  Admittedly, such a thing would fall into the realm of Rule of Cool, but in terms of game mechanics it might be a thorny issue for some GMs.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #40 | Published on 01 October 2012 - 11:29:02

Donovan Morningfire said:


LethalDose said:
At least for Autofire, it makes sense that you could mow down multiple Minions in one go, since in terms of how the mechanics operate, Autofire allows you to hit a single target multiple times, with the damage to a Minion group being abstracted.
A Critical Hit just means you drop said minion outright, and has the caveat that if activated multiple times against a single opponent, you just add +10 to the Critical Hit roll for each additional Crit activation (something I'd missed on the initial read-thru). Like I said, I'm extremey hesitant about allowing it, as bumps weapons like the lightsaber into perhpap being too effective at goon sweeping, seeing as how a base hit already guarentees two dead minions, and two or three Advantage on the roll means a dead minion group. Admittedly, such a thing would fall into the realm of Rule of Cool, but in terms of game mechanics it might be a thorny issue for some GMs.

Okay, maybe I misinterpreted your original concern. Remember any successful attack may only trigger one critical hit (Critical rating, pg 108). So even though the lightsaber has a crazy CR 1, unless you somehow score multiple hits with one attack (I don’t think this is currently possible with a melee weapon), then even if you rolled 8 advantage on a successful strike, only one of those advantages could be spent to activate a critical strike, leaving 7 more for whatever. The character could use all of those advantages to really crank up that one critical hit (Giving it a +70 on the crit roll), but its still a single critical strike, and it doesn’t matter what the modifier on the roll is; one crit drops one minion.

With auto-fire, a single attack can cause multiple hits, but again, each hit can only cause a single critical strike (pg 105). I would not say a single attack against a group of minions counts as multiple hits automatically simply because there are multiple NPCs that may get hit. For example, lets say a character attacks a goon squad with a heavy blaster rifle (dmg 10, CR 3) on full auto and rolls a hit with 7 advantages. He then spends his advantages as follows:

• 3 Adv to activate a critical hit (drops a minion, no more crits can be triggered without more hits)
• 1 Adv to activate an additional hit from auto-fire (adds 10 damage to attack)
• 3 Adv to activate another critical hit (drops a minion)

If the weapon had be jury-rigged as you described (CR 2), the adv on the roll would be spent as follows:

• 2 Adv to activate a crit (drops a minion, no more crits can be triggered without more hits)
• 1 Adv to activate an additional hit from auto-shot (adds 10 damage to attack)
• 2 Adv to activate another crit (minion down)
• 1 Adv to activate another hit (+10 damage to attack)
• 1 Adv to… do whatever, there aren’t enough left to activate a crit.

Both times, all those advantages only drop an additional 2 minions. If a minions wounds + Soak < weapon damage, it’s probably more economical to activate additional auto-fire hits, because the damage from the additional hit will almost certainly drop one minion, and may get more. The math above doesn’t even account for the difference in cost between additional auto-fire hits and CR. The roll in the example above could have generated the results above :20 damage + 2 crits (base), or 30 damage + 2 crits + 1 adv (jury-rigged weapon), OR they could have generated just a raw 80 damage to the group.

It’s actually not very clear if you can spend adv/triumph to activate CR on an attack that causes wounds to exceed the targets wound threshold. I think you can do this (crits come from different mechanisms, and I think adv should be spent prior to the player knowing the outcome of the roll), but I’m concerned about it violating the “one hit, one crit” rule. This doesn’t really matter for minions, though, since they don’t track wounds against a normal threshold.

-WJL

PS This forum software is starting to get under my skin, Its deleting entire swaths of my text when I hit backspace once. Its occurring on multiple platforms, may have to try firefox instead of chrome.

 

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #41 | Published on 01 October 2012 - 13:23:04
0
0

LethalDose said:

PS This forum software is starting to get under my skin, Its deleting entire swaths of my text when I hit backspace once. Its occurring on multiple platforms, may have to try firefox instead of chrome.

 

It is slightly better if you stick in a rogue character at the end of what you are typing so you are not pressing backspace at the actual end of the text, but yes, it is getting unusable. h

...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop

 

Reply #42 | Published on 01 October 2012 - 13:38:30

Good advice.  and

AluminiumWolf said:

h

lol h.

"All models are wrong, but some models are useful."

-George E.P. Box, Ph.D.

"It can scarcely be denied that the supreme goal of all theory is to make the irreducible basic elements as simpleas few as possible without having to surrender the adequate representation of a single datum of experience."

Albert Einstein, Ph.D.

Reply #43 | Published on 01 October 2012 - 15:07:39

LethalDose said:

 

So even though the lightsaber has a crazy CR 1, unless you somehow score multiple hits with one attack (I don’t think this is currently possible with a melee weapon), then even if you rolled 8 advantage on a successful strike, only one of those advantages could be spent to activate a critical strike, leaving 7 more for whatever.

You can if you dual wield two of them (which shouldn't really be an issue for EotE games, but could be in the future). I don't think there is any other way at present to score multiple hits with a melee weapon…
 
Ugh… not even sure *what* the forum software did to that post…
Reply #44 | Published on 02 October 2012 - 11:26:15
4
0

For those who GM from word processing documents, here's an NPC stat-block that worked well for my second session.  The cells expand as necessary and there's room for lots of skills, or talents or abilities or any combination thereof.  It can be copied and pasted right into the text of an outline or whatever one uses.

https://docs.google.com/file/d/0B1ePVf9x50N_WFNwSXFJUjNWdVU/edit

Without Signature
Reply #45 | Published on 02 October 2012 - 11:48:33

Greedo is Good said:

For those who GM from word processing documents, here's an NPC stat-block that worked well for my second session.  The cells expand as necessary and there's room for lots of skills, or talents or abilities or any combination thereof.  It can be copied and pasted right into the text of an outline or whatever one uses.

https://docs.google.com/file/d/0B1ePVf9x50N_WFNwSXFJUjNWdVU/edit

The link you gave says that I have to get permission to use this.

Without Signature

Page 3 of 5 (64 messages) « First page... 1 2 3 4 5 ...Last page »

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS