Does anyone have any thoughts on making combat more interesting for a group with primarily ranged characters facing…

Does anyone have any thoughts on making combat more interesting for a group with primarily ranged characters facing…

Does anyone have any thoughts on making combat more interesting for a group with primarily ranged characters facing ranged adversaries?

I’m running a Star Wars campaign so virtually everyone carries a blaster. It seems the system is much less dangerous when everyone is using volley, since there is no damage to the PC on a 7-9.

I must be doing something wrong.

15 thoughts on “Does anyone have any thoughts on making combat more interesting for a group with primarily ranged characters facing…”

  1. The (fairly rare) blaster combat scenes in the movies weren’t really tense because of heroes getting shot. They put the heroes in a spot, forcing them to flee or hide behind cover or jump in a trash compactor.

    You don’t have to wait for a 7-9 to do stuff like that (though one of their options is to put themselves in a bad spot). Use soft moves to have them get shot at and ask how they react. Have the enemy use the environment to their advantage. If the opposition have military training, use that to outmaneuver the PCs. Chuck grenades or use heavy fire to break up their formation. Remind the PCs that they should be thinking smart too, in a firefight.

    Ranged combat isn’t as up close and bloody as Hack and Slash, but it’s not easy mode.

  2. Easy fix here for me is add damage on a 7-9. It’s not the most interesting way to do it, but it works.

    Also consider ways to make going into melee worth it, such as by showing that melee means no shooting out of the melee you’re stuck in (maybe allow with a good roll or advanced move / compendium class move) and making disarming a possible alternative to damage or the extra d6 when using Hack and Slash.

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