SavageBob wrote: ↑Sun Dec 17, 2017 4:08 am
2 Advantage: Add Setback to the targeted character's next check.
1 Advantage (each): Add Boost to the next allied active character's check. Why can't I select this four times? Totals 6. What am I missing?
Good topic! An area of conflict in FFG. The Spend Adv/Triumph chart is wildy inconsistent in what can only be used once and what can be used multiple times.
Recover 1 Strain says "may be selected more than once". Pass To Next doesn't, but neither do most of the others. Does that mean none of the other can't be chosen more than once? So why put it there? It is confusing.
I wish there were developed answers or rules errata to make it more clear....but there aren't any I could find on the Forums. The game deliberately keeps things vague. Most GM's only allow pass next boost 1x, or they limit 2 dice received max. Otherwise, they say it becomes a "Boost Train" where no one does anything except pas 2-3-4-5 boost dice to the next person each time thinking it is the most efficient way to do things. Maybe it's technically correct, but it's not fun, creative, or narratively-friendly according to games they've run. The best advice given on the forums by developers is to find something better to do with the Advantages than pass fistfuls of boost dice.
One key component is jiving with the narrative. For example, say its the end of the combat round. Player A kills the last opponent, but there is an Adv to spend (or perhaps 4 Advs passed that way). He chooses "Pass Boost to Next" to player B, who would be next. No time limit is listed, technically. Player B intentionally does not make checks for a day or two and saves those passed dice for an opportune time. Rules-wise, it seems to work. Narrative-wise, it doesn't jive that a shot in combat yields boost dice to a Charm check a day later. It has to pass both tests, IMO.
My personal reading is that it applies only to the One Adv Option box. Of the five options in the One Adv Options box, two have variable costs, one says you can use it multiple times (implying the remaining two options are single-use). Shado only allows 1x use of it in his games. This is my first PBP game GM'ing. Even at my IRL table, we all concluded that you use that feature only 1x.
But I see where you are coming from and your experience with the SW FFG system is different than my own or Shado's on this point, so I won't forbid your desired action so long as you can explain it narratively, within reason. I think that's in the spirit of the game to work together (PC & GM). After all, if a PC group splits up I probably wouldn't let someone in one room passed boosts to someone in another separate room without a reason to explain how that happened.
Kzar is going next, by default.
Vesper advanced and threw some punches at (Brawled with) a Trandoshan. Kzar got whacked on the head with a baton and is about to react. Passing one die to someone, not a big narrative deal. Probably a "watch out!" to give that one boost. Passing 4 dice? I think it'd be something significant within the action to affect a 30-40% improved chance to succeed at something. I just ask that it reasonably fit the narration / action-sequence.
BTW, the Spend Chart is a suggestion. Something like knock over a drum of oil under the Weequay's feet isn't on the chart, but fits within reason. Feel free to be creative.