Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1

This option has several benefits that may make it
appealing to groups. Primarily it allows PCs to benefit
from having high Presence or Willpower, instead of just
Vigilance or Cool. It also gives the initiative order a wider
"spread" of results, and does not guarantee that the
character with the highest skill rating goes first, or the
character with the lowest skill rating goes last. However,
there are several limitations with this rule that should
be considered. First and foremost, this system "locks"
players into the results of one check at the beginning of
the session. If they generate mediocre results, they have
to deal with this for the entirety of the session, and this
could generate frustration.


Another issue to remember is that neither of these
alternative initiative rules allow GMs to add environ-
mental bonuses to initiative checks, and some player
character abilities (such as the • bonus for the Height-
ened Awareness talent, for example) might not be able
to be used when determining the initiative order.

ONE-CHECK COMBAT
RESOLUTION

The following rule is intended to help GMs resolve
ongoing combat encounters more quickly. When the
results of a combat encounter are a foregone conclu-
sion but playing through the remaining turns would
take additional time that could be better spent con-
tinuing the story, the GM can employ this rule.
At the beginning of the round the GM wants combat
to end, he asks each PC to make one final check. The
nature of this check depends on what each player
wants their character to do to help resolve the re-
mainder of the encounter.

Once each player makes their choice, they roll the
check as normal. Success means they accomplish their
part in the resolution of the encounter; additional &
may mean they play an even greater role. O can be
spent to recover strain, while ($) means the member
gains an unexpected reward from the encounter; may-
be a bag of frag grenades or pouch of credits from an

EXAMPLE ENCOUNTER RESOLUTION:

Pash, Oskara, 41-VEX, and Lowhhrick are fight-
ing a street gang. The fight has not been going
well for the gangers; of the eight original mem-
bers, only three are left. The GM decides the
results of the encounter are foregone and would
like to move things along. Each character must
select one skill check to determine how they
bring the encounter to a close.
Pash selects Pilot (Planetary) as his choice, saying
he rams the group's speeder into the pile of crates
the gangers are hiding behind to drive them out of
cover. Lowhhrick and Oskara both select Ranged
(Heavy), choosing to mow down the suddenly ex-
posed gangers. Finally, 41-VEX selects Comput-
ers, slicing into local law enforcement databases
and directing the authorities to a different loca-
tion while the band makes their escape.

adversary, or a reputation as an extremely dangerous
individual. Conversely, uncanceled T should result in
the character suffering an equal number of wounds,
while <§) inflicts strain and each Inflicts a critical hit.
These are the injuries acquired as the encounter ends.
The encounter resolves successfully no matter how
well the PCs do on their check; the checks simply de-
termine whether or not the PCs resolve the remainder
of the encounter without incident, or if they pick up
some cuts and bruises on the way.

The primary benefit of this rule is that it can resolve
encounters where the outcome is foregone. Forcing
players to eliminate every adversary can sometimes be
tedious, and this helps avoid that sense of frustration.
On the other hand, the GM should be careful to only
use this when the outcome is certain and never when
there's a chance of PC failure. Also, he should avoid
using it during especially momentous combats, such as
those against particularly noteworthy adversaries.
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