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Scaling Encounters
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WillyD
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PostPosted: Thu Sep 09, 2010 11:35 am    Post subject: Scaling Encounters Reply with quote

I am running a 2nd Edition R/E game for the first time in probably 8-10 years, maybe longer, and needless to say, I feel like I'm having to learn the system and how to run it for the first time all over again since it has been such a long time. I'm really hoping that things go well and that my group will like it so that I will continue to be able to break it out in the future. I decided to run the campaign that came in the old Introductory Adventure Game box set that I found among my old books, because I liked the classic feel of the outgunned Rebels scraping together equipment and trying to stay a step ahead of pursuing Imperials, and I thought it did a nice job of gradually introducing things to new players. I have of course made the minor conversions where necessary to have the game play by the full 2nd R/E rules instead of the introductory rules that box set came with, but I wanted to know if anyone had some good advice or guidelines for scaling encounters. I have a small party (3 constant players, and 1 occasional who will take over one of the NPCs when he is available) of players who are experienced with plenty of other games, but are brand new to this system, and I want to make sure that I don't overwhelm them with fights that were probably written with a bigger group in mind, but also don't want to take too many stormtroopers and what not out such that my Rebels desperate flight from the Empire becomes a walk in the park. When I run D&D, there are those handy XP Budgets to help me figure out appropriate baddies to throw at my players, but I can't seem to find anything in my Star Wars books to help me scale my fights. Any general wisdom of the boards, or book references that I've just missed, would be really appreciated.
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Raven Redstar
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PostPosted: Thu Sep 09, 2010 4:06 pm    Post subject: Reply with quote

There's really no exact method for scaling encounters in D6. For a group as small as yours, I would stick to no more than a squad or fire team of stormtroopers:

Fire Team 4 total
1 x Fire Team Leader - Corporal
3 x Stormtrooper


Squad 9 total

1 x Squad Leader - Sergeant
Fire Team 1 (4 men)
Fire Team 2 (4 men)

Start out small, and if your group chews through them quickly, then up the size while you get a feel for how much they can take. Also, you can remind them that this game is a bit different than D&D, and experience is not granted per kill, or for killing the squad. If it would be more appropriate for their characters to run, then they should do so.

I assume that you have the 2nd Ed R&E; chapter 14 in the book has all sorts of baseline NPCs that can help you get an idea for what beginning players should be going up against, not many of them have more than 4d in any particular skill. You don't necessarily need high die codes to challenge, sometimes just sheer numbers will do the trick.
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WillyD
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PostPosted: Thu Sep 09, 2010 4:35 pm    Post subject: Reply with quote

Yes, I have the sourcebook. That was the main thing I was worried about was trying to get the numbers right because my group is so small. I'm not planning on throwing anything at them right now than very generic, baseline Imperials, but as you said, sheer numbers can prove just as daunting as more exotic baddies.

And yeah, I'm trying very hard to impress upon my players that they can't go into this with a D&D mindset. I think it should turn out alright though, as right now I think they are just very excited to be trying something that is such a departure from D&D.
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Bren
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PostPosted: Thu Sep 09, 2010 6:44 pm    Post subject: Reply with quote

Look at the dice in relevant skills between the players and the opponents. A 2D advantage in combat skills is a strong edge. So if the players are that much better in blaster and dodge they may be able to take on double their number or more in stormtroopers.

However, even though combined actions in 2E Revised and Expanded is much weaker than it was in 2E, despite thatt, if the stormtroopers gang up the fire team leader can command and the other three can concentrate their fire for +1D to hit or +1D to damage, which can be deadly.

I find it is best when possible to gradually ramp up opposition so that both the players and the GM get a sense for the threat levels.

Another thing you may want to try, after they pick their characters run some simulated combat using opponents of different abilities or even just have the players fight each other. It helps to familiarize them with how combat works and also how dangerous it can be.
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Raven Redstar
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PostPosted: Thu Sep 09, 2010 9:24 pm    Post subject: Reply with quote

There's mention in Rules of Engagement (I love this book!) Stormtroopers can combine fire without a command roll.
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garhkal
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PostPosted: Fri Sep 10, 2010 5:19 am    Post subject: Reply with quote

Raven Redstar wrote:
There's really no exact method for scaling encounters in D6. For a group as small as yours, I would stick to no more than a squad or fire team of stormtroopers:

Fire Team 4 total
1 x Fire Team Leader - Corporal
3 x Stormtrooper


Squad 9 total

1 x Squad Leader - Sergeant
Fire Team 1 (4 men)
Fire Team 2 (4 men)
.

Is that breakdown as per the imp source book>> I could have sworn a squad had 2 full 4 man fire teams, a squad leader and a grenadeer (or for starwars a light repeater carrier.
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Barrataria
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PostPosted: Fri Sep 10, 2010 9:46 am    Post subject: Reply with quote

garhkal wrote:

Is that breakdown as per the imp source book>> I could have sworn a squad had 2 full 4 man fire teams, a squad leader and a grenadeer (or for starwars a light repeater carrier.


That sounds familiar... and even if not how can you have a squad with no BFG? Razz
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Raven Redstar
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PostPosted: Fri Sep 10, 2010 6:48 pm    Post subject: Reply with quote

They don't have anything written in the imperial source book about squad breakdowns, that was set up elsewhere here in the forums.
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