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Question regarding the minion group of stormtroopers in Beginner Box. Basically do the 2 groups of 3 troopers make 2 attacks or 6? The phrasing in the sidebar regarding their health I understand but the action and maneuver phrasing I am not sure about.
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# ? Feb 19, 2013 05:50 |
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# ? May 20, 2024 17:35 |
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Rugpisser posted:Question regarding the minion group of stormtroopers in Beginner Box. Minion groups do one attack but do it with an effective skill based on how many members of the group are alive.
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# ? Feb 19, 2013 06:16 |
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Rugpisser posted:Question regarding the minion group of stormtroopers in Beginner Box. Each group makes a single attack.
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# ? Feb 19, 2013 11:22 |
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I'm reading through the beta rulebook and I really like the dice system, but I'm a little concerned looking at the specializations. All the talents seem kinda boring. They may be effective, but passive bonuses aren't really all that fun. Even the active talents don't really look all that neat. Are they just trying really hard to be realistic and gritty, or is the fun stuff somewhere else? I'm coming from Dungeon World most recently, where nearly every move you can take presents really fun options and narratively interesting results. I'm totally willing to believe its cooler in play than it reads, or that there's lots of cool stuff to do in the skills and gear sections, which I'm to read next.
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# ? Feb 26, 2013 02:14 |
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You can probably give up right now if you think that the only way to have fun with Star Wars smugglers/criminals/politicians/doctors is if they can do flying backflip kung-fu and fling fireballs and such - because they definitely don't do any of that. However it might be worth a continued look if you can figure out that you can tell a good story without everything being a crazy martial arts move or magical spell or whatever. Edit: I was being hella snarky but seriously if the setting, races, and classes don't excite you then it might not be for you and your group. BattleMaster fucked around with this message at 02:22 on Feb 26, 2013 |
# ? Feb 26, 2013 02:17 |
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BattleMaster posted:Edit: I was being hella snarky but seriously if the setting, races, and classes don't excite you then it might not be for you and your group. I am inclined to agree with you, but it may be fairer to say that SWEOTE is a lot more traditional in the top down "there is a GM to run poo poo and PCs to do poo poo in response" than Dungeon World, which throws a huge heaping helping of narrative import on the players. It is a different style of play entirely, one that is way more traditional or old school or whatever you want to call it. If you are looking for the sort of control over the enviroment and the world and events as a PC that you do in DW, this is probably not your game.
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# ? Feb 26, 2013 02:42 |
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You know, I don't think he is talking about doing "backflips" or "shooting fireballs" or whatever, he's just saying he likes having interesting options. This doesn't mean being able to do crazy action movie poo poo, it just means he not that interested in small +1's. For example, the Bounty Hunter's Assassin specialization has access to a talent called "Grit", which increases your Strain Threshold by +1. This is about as boring as picking up Sound Constitution in the 40k rpg's. Sure, it helps, but it doesn't really add much to your character. That said, there are talents in the game which are interesting, and help differentiate you from other players without being over-the-top. But it may be hard to tell that by just reading the book, so try to get in a game and play with a few talents.
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# ? Feb 26, 2013 03:07 |
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Many of the Talents are pretty dull, and their importance to a given character concept seems to only really emerge once you've taken a lot of them. For instance +1 health or +1 soak isn't a huge deal, mechanically, but taken in totality it can be pretty cool.
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# ? Feb 26, 2013 03:14 |
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Grit is actually really boring and really overused among the talent trees (seriously, it comes up way too much) but most of the interesting things your characters can do are related to skills not talents. Many of the talents make your skills better in certain circumstances or let you do more with them, but they're for the most part in support of your skills. Depending on what system you're coming from it might be a bit of a tough transition because many systems either lack a skill system or have a poorly-implemented system that is much maligned by players (like the D&D series), but in Edge of the Empire the skills are where your ability to do cool poo poo comes from. And as Winson said it's a completely different structure of game in any case so there's a little more work on the GM to figure out how skills end up doing cool poo poo.
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# ? Feb 26, 2013 03:15 |
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Oh I get that, I just don't mind it. Some times I like a game where I spend XP on petty poo poo like L5R or Warhammer or SWEOTE and other times I like more sweeping changes like Apoc World or whatever. If the latter is what you are looking for, this game is not gonna be your bag. That is not a bad thing or a good thing, it is just a thing.
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# ? Feb 26, 2013 03:16 |
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Astus posted:You know, I don't think he is talking about doing "backflips" or "shooting fireballs" or whatever, he's just saying he likes having interesting options. This doesn't mean being able to do crazy action movie poo poo, it just means he not that interested in small +1's. For example, the Bounty Hunter's Assassin specialization has access to a talent called "Grit", which increases your Strain Threshold by +1. This is about as boring as picking up Sound Constitution in the 40k rpg's. Sure, it helps, but it doesn't really add much to your character. Yeah, this is more what I'm talking about and, now that I'm reading through skills, I totally get that, and it looks good. The dice mechanic combined with the skills can present a LOT of narrative possibilities, it seems. Just needed to see some examples I think. I'd still think you'd want more interesting talents, just more stuff like Bad Motivator, Utility Belt, Scathing Tirade, etc. Those look cool, they were just fewer and more far between than I'd like, methinks. Not all talents have to be things the character directly does, like Bad Motivator. The character didn't necessarily do anything, but the player still has something cool to do to affect the scene. If you want to tie it to the character, one could always just say they set it up offscreen earlier. But yeah, generic +1s just seem kinda boring in comparison, even though they are almost always better mechanically. It comes down to making people choose between interesting/fun and effective. I think the best solution is just to make every talent that gives a passive bonus also do something neat. For instance, Toughened might say something like Gain +1 wound threshold, and when an enemy rolls two threat on an attack against you, you may spend it to make an immediate Coerce check to frighten them by laughing at them through the pain. Stuff like that. Its neat and characteristic and lets you do something cool without breaking anything or being off-the-wall action movie stuff. Then again, maybe you can already do stuff like this with threat. fakeedit: Okay, yeah, looks like you can already do stuff like that with threat. Cool beans.
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# ? Feb 26, 2013 04:52 |
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BattleMaster posted:Edit: I was being hella snarky but seriously if the setting, races, and classes don't excite you then it might not be for you and your group. I am excited about that stuff. I think its just that Dungeon World has got me into the habit of thinking about how game rules can encourage creativity and unexpected outcomes by using simple, vague nudges. They ought not suggest a specific outcome, just nudge players in the direction of interesting choices and description. I think that's what advantage/threat and triumph and despair are supposed to do, I can just easily see players going, "I donno, I guess I heal a point" or "I do the thing really well and get a bonus die next time". Having read more, I can see that those mechanics could work really well for that stuff, just might take some GM nudging to get players to really see how to use them. I guess what I'm getting at is that my ideal moves/talents would reinforce the concepts presented in the specializations by reminding the player or all the cool things that those sorts of archetypes do, even if those things can already be done without having the specific talent, in order to encourage cinematic play. It helps prevent things like combats that devolve to endless rolling to hit till one side dies by presenting ideas with enough blanks to fill in to allow to personal flair. This is also why I noted that I was perfectly willing to believe that the core dice mechanic might solve problems like this already, as just getting rid of binary pass/fail helps immensely. (or in this case adding specifics on top of pass/fail) edit: Also, reading the skill descriptions makes all those talents that give boost dice much more appealing, since you can see what the advantages given by them mean. edit 2: Looking over them more, after reading skills, it makes more sense. Its just the very few passive +1 damages/thresholds that I still think are boring, but that's easily to come up with some small perk to houserule on top of them if I really want to. Really I think I just needed a 'Read on, its good in practice.' heh Lunatic Pathos fucked around with this message at 05:18 on Feb 26, 2013 |
# ? Feb 26, 2013 05:02 |
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Roll20 now has rollable tables with images. I imported Rumble's maptool images and I can now roll Star Wars dice
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# ? Mar 3, 2013 15:56 |
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alg posted:his How do you set this up? I am trying to set it up and feeling a lot like grandpa trying to find his email.
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# ? Mar 3, 2013 18:00 |
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Winson_Paine posted:How do you set this up? I am trying to set it up and feeling a lot like grandpa trying to find his email. You need access to dev server, there is a tables icon on the top right that looks like 3 bars. I dragged the images in from Rumble's zip file.
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# ? Mar 3, 2013 18:04 |
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alg posted:You need access to dev server, there is a tables icon on the top right that looks like 3 bars. Well, hooray, I feel less stupid now but boo, since I was not a KS backer I can't do it. So it goes.
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# ? Mar 3, 2013 18:15 |
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Winson_Paine posted:Well, hooray, I feel less stupid now but boo, since I was not a KS backer I can't do it. So it goes. You don't have to be a backer, I just do the mentor thing that is $10 a month. Splitting it with my group is cheap as gently caress.
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# ? Mar 3, 2013 18:17 |
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It'll be moved to the regular service once the bugs are worked out.
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# ? Mar 4, 2013 05:06 |
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Does anyone know if the core rulebook will be available for purchase in PDF format? Most of my games are run online so it's a lot easier to enter a search query than to look through individual pages for whatever I need at the time. I ask because I read somewhere that Lucasarts doesn't want them to release one, and further googling didn't really turn up anything when I tried to confirm that.
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# ? Mar 6, 2013 02:44 |
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Solomonic posted:Does anyone know if the core rulebook will be available for purchase in PDF format? Most of my games are run online so it's a lot easier to enter a search query than to look through individual pages for whatever I need at the time. I think I read that somewhere too. It'd be neat to be able to purchase it online but I don't think that they're going to because of the whole piracy thing. You'd think they'd learn that it's not going to stop someone from scanning it like every other major RPG book out there but oh well.
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# ? Mar 6, 2013 03:03 |
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What are the thoughts on the Street Smarts talent in the Force Sensitive Exile tree? Technically the talent also exists in the Fringer tree but it's much cheaper there and less of a problem. Street Smarts appears twice in the Exile tree and it's 20 XP in both cases. I challenge the usefulness of removing a setback die from Streetwise and Knowledge (Underworld) rolls particularly in light of the expense. I feel like a talent that added 1 automatic advantage on those checks would be about the same (worse in cases where setback dice actually appear, better in all other cases). More generally I'm curious what people think of the talents that remove setback dice on specific checks or under specific circumstances. They just never feel as useful as other talents (I'm looking at you, Slicer). They seem like speedbumps and competency tax that would better be solved in some other way.
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# ? Mar 18, 2013 16:51 |
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Mendrian posted:What are the thoughts on the Street Smarts talent in the Force Sensitive Exile tree? Technically the talent also exists in the Fringer tree but it's much cheaper there and less of a problem. It's usefulness really just depends on how often your GM uses setback dice. One thing my group's GM complained a bit about (and I feel it's a valid complaint) was that really there isn't a straight guideline on how hard to make things besides that easy/average/hard/daunting etc chart, and I think that because of that it's probably a toss-up if your GM will be using them or not.
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# ? Mar 18, 2013 16:58 |
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The thing is, it's not just as simple as "remove setback dice" with some of these setback-removal talents. Slicer, as mentioned, has two separate talents for removing setback dice under two different circumstances (door hacking and actual computers). Granted, those are relatively cheap talents but there's really no reason why they need to be two different talents. The Street Smarts appearance in the exile tree is both thematically inappropriate in its current location (shouldn't learning to navigate the seedy underbelly be one of the first things you learn when hiding in the seedy underbelly?) as well as vastly overpriced for the benefit it provides. When do you seriously expect to get a setback die on a Knowledge check, after all?
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# ? Mar 18, 2013 17:11 |
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PantsOptional posted:The Street Smarts appearance in the exile tree is both thematically inappropriate in its current location (shouldn't learning to navigate the seedy underbelly be one of the first things you learn when hiding in the seedy underbelly?) as well as vastly overpriced for the benefit it provides. When do you seriously expect to get a setback die on a Knowledge check, after all?
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# ? Mar 18, 2013 17:59 |
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Increase in difficulty is clearly based on rarity of knowledge so that's not a problem, and I could see setback dice based on mitigating factors during research (bad records, deliberate attempts to obscure facts, etc). However, given that so many Knowledge checks are simple "do I know anything about X" checks, offering the removal of setback dice on these leaves a bad taste in the mouth.
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# ? Mar 18, 2013 18:05 |
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Yeah as I understand it, Knowledge checks don't really represent gathering information. It's a check to see if you know something. I could see trying to recall an obscure fact in a stressful situation warranting a setback, or maybe if the fact is only tangentially related to the Knowledge skill, but that's about it. If information is difficult to acquire because of obscurity, it should generate difficulty dice, full stop. Setback dice should represent factors that increase the liklihood of failure, but which are secondary to the difficulty of the action. I could see the presence of enhanced law enforcement on a given planet adding black dice to Streetwise checks (hard to work the criminal underworld when they're all in hiding) or Threat from previous social rolls adding black dice. What I'm saying is that it's not hard to imagine where those dice would come from, but they're probably not going to be present on every roll. Or very often. The number of times I need to recall an important Underworld fact while in the midst of gunfire is going to be pretty low.
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# ? Mar 18, 2013 18:59 |
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Trip Report from running Escape From Mos Schutta last night: I had a buddy over last night and he and my wife decided that we should play an RPG. We initially were gonna play Fiasco since we hadn't prepped anything and had just played Dungeon World the other night, but then my friend spotted the Beginner's Box on my shelf and asked if we could run that adventure instead. Since I had played through the adventure in Winson's (sadly aborted) PbP, I figured "why the hell not, how hard can it be with pre-statted characters and a plot I'm familiar with". So with absolutely zero prep, we started playing. My bud was initially a bit disappointed with the railroady nature of the plot, but when I pointed out that it was his call to have me run a canned adventure with no time to plan out some alternate paths for them, he stopped his grousing and went with it. We had a pretty great time; with only 2 PCs, I dialed back the combat encounters a bit, and I think I did so a little too much, since nobody was ever in much danger (but that fits for a pulpy Star Wars adventure). I forgot to properly implement range rules, and a played fast and loose with the dice pool building, but it was still a great time and I can't wait to reconvene and do Long Arm of the Hutt.
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# ? Mar 21, 2013 03:36 |
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Sorry for double post, but this is a completely new thought, so I figured it warranted bumping the thread up. I discovered something that we did wrong in Winson's game (and in the one I ran IRL), straight from the rule book, each NET success adds 1 to weapon damage. We had been running it as every success beyond the initial one.
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# ? Mar 21, 2013 16:55 |
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jivjov posted:Sorry for double post, but this is a completely new thought, so I figured it warranted bumping the thread up.
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# ? Mar 22, 2013 06:28 |
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Let's say after cancellations you have 3 successes. If it's each net success adds +1 damage, that's +3 damage. If it's each (also net) success beyond the first adds +1 damage, that's +2 damage.
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# ? Mar 22, 2013 09:55 |
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Yeah, I guess I didn't phrase it very well, but from what I can glean from the beginner box rulebook its supposed to be +1 damage for every success you have left after cancellations. Does anyone with the Beta book have any insight?
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# ? Mar 23, 2013 12:36 |
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If you go one page back this whole thing is discussed and resolved. The devs confirmed that every uncancelled success adds damage.
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# ? Mar 23, 2013 14:10 |
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After reading this, it just seems overly complicated.... any chance anyone's gonna run an old school SWD6 game anytime soon? I feel like that system just nailed it, in terms of simplicity and just letting you pickup and play.
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# ? Apr 5, 2013 04:39 |
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This one is simpler than the d6 version, IMO, especially in play.
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# ? Apr 5, 2013 04:49 |
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Blamestorm posted:This one is simpler than the d6 version, IMO, especially in play. I completely agree.
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# ? Apr 5, 2013 04:49 |
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Fuuuuuuck.quote:A Slight Delay Dammit, just release the PDF already!
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# ? Apr 5, 2013 16:51 |
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we need a emote.
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# ? Apr 5, 2013 16:53 |
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Huh. There might not even be a PDF according to one of the forum posts? Something about requiring an alternative license that FFG might not have paid for? If so that sucks.
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# ? Apr 5, 2013 16:54 |
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Complaint retracted. I emailed Cool Stuff and they split my order up for me. jivjov fucked around with this message at 19:29 on Apr 5, 2013 |
# ? Apr 5, 2013 17:27 |
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# ? May 20, 2024 17:35 |
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Beer4TheBeerGod posted:Huh. There might not even be a PDF according to one of the forum posts? Something about requiring an alternative license that FFG might not have paid for? If so that sucks. This is breaking my heart. I move around so often I can't justify buying physical books anymore and get just about everything in pdf. Where did you find this info?
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# ? Apr 11, 2013 19:22 |