Edge of the Empire Book

(Joyce) #1
Alternate and Optional Rules

In EDGE OF THE EMPIRE, there are some rules that are
Inot integral to gameplay. Though the players and CM
should not need to use these rules (and for this rea-
son, they are not presented with the rest of the game),
these rules might help in some specific situations.
All of these rules are not part of the EDGE OF THE
EMPIRE rules set. They are alternate rules, and should
not be used unless two conditions are met:


  • The GM must decide to use the rules.

  • The GM must discuss them with the group, and
    the group must agree to use the rules as well.
    Groups can use any number of these rules; as one
    does not require the others be used, groups can mix
    and match as they choose.


MAKING PASSIVE CHECKS


Not all checks are of vital importance to the story.
Sometimes, a GM just needs to know if the character
knows some useful information, or has the necessary
skills to overcome a simple problem. In this case, the
GM can call for a passive check.

Once the GM determines the difficulty of the check,
the PC can spend a maneuver to make the check. The
PC simply compares the ranks he has in the relevant
skill to the difficulty of the check. If his ranks exceed the
number of 4} added to the pool, he passes the check,
with a number of successes equal to the difference be-
tween the two. If his ranks do not exceed the number
of padded to the pool, he fails. He can, however, try to
make the check as an action later.
The passive check exists to reduce the need for assem-
bling and rolling dice pools. Making a check in EDGE OF
THE EMPIRE is a relatively important event. Any check can
generate <§> and O. and many can generate <$) and ^.
These need to be resolved, and may result in effects of
great import and excitement for players during a game.
However, there may be some situations in the game
where the events going on are relatively mundane, and
the GM wants to maintain that. (This might occur during
narrative downtime, for example). Passive checks remove
the check from the occasion, meaning that player char-
acters won't gain i> or but also won't have to con-
tend with <§) or ^ Essentially, they exist to determine the
success of mundane tasks that a player character should
already know how to perform (since they must have one
or more ranks in a skill to succeed on a passive check).

However, the GM should keep some aspects of this op-
tional rule in mind when implementing it. This rule can
penalize players whose characters have lower skills and
higher characteristics, as opposed to players who chose

to invest in higher skills and lower characteristics for their
characters. Also, if they do employ the rule, they should
remember that even if a PC fails a passive check, he can
always try again using a regular check.

ALTERNATE RULES
FOR INITIATIVE

The following are two alternative rules for determining ini-
tiative in encounters. Its intention is to speed up the time
it takes to begin an encounter by reducing bookkeeping at
the beginning of an encounter. These rules are presented
for groups who prefer to transfer quickly from narrative to
encounter gameplay, without any "lag" as the GM sets up
the encounter and determines the initiative order.

THE PASSIVE CHECK VARIANT

The first rule uses a variant on the passive check con-
cept from the prior section to determine initiative.
At the beginning of the encounter, each PC or NPC
determines whether they would use Cool or Vigilance
depending on the circumstances. Then, instead of
making a check, each simply compares skill ranks.
The highest rank determines the highest initiative slot,
and so-forth. Ties always go to PCs.
The benefit of this system is that it moves quickly
and still rewards players who invest in the Cool or Vigi-
lance skills. However, there are some aspects of this
rule players should be aware of. First, like with other
passive checks, this system is less useful for charac-
ters who have a high Willpower or Presence and low
Cool or Vigilance. Second, early in games when most
players have 0-2 ranks in a skill, there are likely to be
a lot of ties with NPCs, meaning PCs will usually go
before NPCs. This can skew encounters, and should
be something a GM considers when building them.

THE CHECKING ONCE
PER SESSION VARIANT

The second rule requires PCs to check initiative, but
does so at the beginning of a session, instead of dur-
ing the beginning of each encounter.
During the setup for a session, the GM has each play-
er character make one Cool and one Vigilance initiative
check. He records the results, then does the same thing
for any potential adversaries the PCs might encoun-
ter during that session. During the session, instead of
checking initiative at the beginning of an encounter, the
GM uses the pre-generated results from the beginning
of the session. He does this for any and all encounters
the PCs get involved with during the session.

THE GAME MASTER
EDGE OF THE EMPIRE
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