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Bularin posted:We're on game 4 or 5, and had our first real space engagement. Can't say our pilot was too happy to see that the only thing he could do with his 3 piloting skill was try "Gain the Advantage," which isn't even an option in a speed 3 YT-1300. Even if it was, the difficulty would be daunting for him against the speed 5 TIE Fighters. We'd slapped a Quad Laser on the boat, and he spent most of the combat doing the same thing the rest of us did - Aim, Fire. Not terribly exciting. There's a 4 or 5 page thread on the Fantasy Flight forums about just this situation. The best solution to making a pilot feel useful is for the GM to design space encounters from the point of view that freighters shouldn't really be dog-fighting. Your default space encounter should be more of a chase situation, the two pages that are devoted to chases and space terrain should be used in that situation. The pilot also needs to focus on talents to make his piloting more exciting. I'm at work so I don't have the book but I'm pretty sure most of the cool stuff a pilot can do are in the talents. Crits also make space combat pretty interesting in my experience. Space combat definitely seems to be a lot of work for GMs to run well. I personally have only done two encounters with it but I've been reading a lot of the FF threads regarding it. One thing I'm going to keep in mind is that even though maneuvers aren't supposed to require die rolls, there might be situations where they would be appropriate. Off the top of my head, Accelerate/Decelerate are maneuvers, but if my pilot wanted to drop speed sharply to zero I might have him make a check to see if any failures/threats/despair impact what happens. He could drop to zero no matter what, but maybe he rolls enough bad results to break something on the ship. Simple checks are also always an option for stuff that should always go right, but they throw advantages and triumphs into the mix which makes things more exciting. The tricky part is deciding whether throwing dice should "upgrade" a maneuver to an action. It's all pretty exciting to me to be honest and I can't wait to run my next sessions to try out the full space encounter rules and try out some of these ideas. There's also thinking in the FF forums that Age of Rebellion might expand on space encounter rules which would make me more likely to pick up a copy of the Beta book. We should know more about that book by the end of Gen Con this week.
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# ? Aug 13, 2013 17:45 |
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# ? May 23, 2024 11:45 |
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Sorry to double post but the GSA has a first look article up about AoR: http://gsa.thegamernation.org/2013/08/15/first-look-star-wars-age-of-rebellion/
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# ? Aug 15, 2013 16:42 |
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Is it just me, or are a full fourth of the specializations reprints of EotE ones? Also, just to be sure that I have my math correct, that's a minimum of 50 XP to start with both Force specializations? (20 XP for one, then 30 for the other, if they're the first two specializations taken besides one's free career specialization at creation.) Still no "prequel Jedi", but it's another Force specialization that sounds like it can be backported into EotE without further rules adjustment, which is a good thing in my book, and the Jedi-in-Hiding NPC will give another glimpse of what can be. Hopefully the vehicles/starships and NPCs can be similarly backported without rules changes as well (other than the addition of gravity well projectors) which would seem to actually make this a more setting/time period-flexible system than the "Classic Trilogy/Rebel PCs All The Way" theme would suggest.
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# ? Aug 16, 2013 19:43 |
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My group has done the beginner adventure, we liked it and are about to start a full campaign. I decided to get the Core book and have been reading through it. This thread has been very helpful and has answered a lot of the questions I had, but I'm a bit concerned about encumbrance. The rule causing issues is "if a character is encumbered by an amount equal to or greater than his Brawn rating, he no longer earns a free manoeuvre each turn." For example, if a character has a Brawn of 4, which the book describes as "significantly above average" and uses a Blaster Rifle (Encum 4), then he can no longer move without causing strain? I feel like this doesn't make sense. If a character has the average of 2 Brawn, then holding a Blaster Pistol (1) and an ammo pack (1) would mean they couldn't move. In reality it seems like every character will constantly be hitting their Brawn rating in encumbrance. So, are characters expected to use the Ability->Manoeuvre conversion if they want to move? Are they expected to just suffer 2 strain every time they move? Does this also apply to enemies? Am I just completely missing something here? Edit: Realised where I went wrong. From my post below: "'Encumbered' is a specific term relating to the amount by which you have exceeded your encumbrance threshold. So with a brawn of 4, you have to be carrying 5 + 4 + 4 = 13 before you lose your free manoeuvre." MattJP fucked around with this message at 22:53 on Aug 16, 2013 |
# ? Aug 16, 2013 20:51 |
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It's supposed to be Brawn +5 if memory serves correctly.
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# ? Aug 16, 2013 20:56 |
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All humanoids have an encumbrance of 5 plus their brawn. You can also get backpacks and such to give more encumbrance (in the core book, a backpack will give you 3 more encumbrance). I house ruled some smaller satchels and hip packs at 1 and 2 extra encumbrance because they were on a planet with total poo poo technology (think wicker baskets). It's made my players think more about what they can carry - I had a smuggler carry only a blaster rifle that was great, but when it was knocked out of his hands he went to pull his blaster pistol only to swear and yell that he forgot he had left it behind to carry more junk.
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# ? Aug 16, 2013 21:07 |
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PantsOptional posted:It's supposed to be Brawn +5 if memory serves correctly. That's the Encumbrance threshold, past which point you start receiving setback dice to agility/brawn rolls. Hang on, I've just realised what I've messed up. "Encumbered" is a specific term relating to the amount by which you have exceeded your encumbrance threshold. So with a brawn of 4, you have to be carrying 5 + 4 + 4 = 13 before you lose your free manoeuvre. Sorry for the stupid post.
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# ? Aug 16, 2013 22:51 |
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By the way, no idea if anyone's using this house rule, but as a "middle ground" between a Lightsaber custom skill as the book allows for at GM's behest (though I'd suggest that it not be a non-career for any specialization) and the book's default "no skill ranks possible, use Brawn or Agility", has anyone considered the idea of allowing their players to use Melee but with Setback dice?
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# ? Aug 17, 2013 00:40 |
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Chortles posted:Is it just me, or are a full fourth of the specializations reprints of EotE ones? It's not just you, there are 4 specializations that are identical to the ones in Edge of the Empire. People on the FFG forums who have gotten the book at Gen Con say that the Pilot, Mechanic, Scout and Slicer talent trees are exactly the same as in EotE. The Ace career also has a Driver specialization which is named in the Explorer supplement book so I'd expect those to be the same as well. One thing to note about the new Force Specialization is that just taking it doesn't raise your Force rating, though you can get it up by taking the talent at the end of the tree. The only reason to take both Force Specializations at once is if you think you're going to use Force powers from both often. To me, it looks best to take one, max it till you get the +Force Rating talent, and then take the second one.
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# ? Aug 17, 2013 01:18 |
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Epi Lepi posted:It's not just you, there are 4 specializations that are identical to the ones in Edge of the Empire. People on the FFG forums who have gotten the book at Gen Con say that the Pilot, Mechanic, Scout and Slicer talent trees are exactly the same as in EotE. The Ace career also has a Driver specialization which is named in the Explorer supplement book so I'd expect those to be the same as well. Epi Lepi posted:One thing to note about the new Force Specialization is that just taking it doesn't raise your Force rating, though you can get it up by taking the talent at the end of the tree. The only reason to take both Force Specializations at once is if you think you're going to use Force powers from both often. To me, it looks best to take one, max it till you get the +Force Rating talent, and then take the second one.
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# ? Aug 18, 2013 09:55 |
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Ok, so dual wielding. If I'm reading page 210 right this is what happens. Guy has two blaster pistols, nominates one as primary. Rolls using Ranged (Light), adds +1 to difficulty. If he just hits, only primary blaster hits. If he has at least 2 advantage, or a triumph, both blasters hit. Correct?
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# ? Aug 18, 2013 16:36 |
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Chortles posted:Hmm, I imagine that you mean taking it after Force Sensitive Exile, since from what I'm seeing on the FFG forums, the way to get a Force Rating of 3 is to get the respective talent from both specializations. Yeah, whichever you take first gives you Force Rating 1, but you have to get the talents at the ends of the trees to raise it any higher.
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# ? Aug 18, 2013 16:57 |
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So I just heard they had Beyond the Rim for sale at GenCon. Anyone get a chance to pick up?
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# ? Aug 19, 2013 00:33 |
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Epi Lepi posted:Yeah, whichever you take first gives you Force Rating 1, but you have to get the talents at the ends of the trees to raise it any higher. Can I only buy up to three range band upgrades, three "number of targets affected" upgrade and/or only one "additional time(s) per round" upgrade for Sense? If I pick up Force Sensitive Exile or Emergent, do I gain access to the Force powers from both specializations (subject to buying the powers themselves) or do I have to buy both specializations to unlock powers and not just talents? Conversely, since both specializations share Force Power: Move, does my progress in the Move tree apply with both specializations, the same way that I imagine shared career specializations' talent tree progress works? Oh, and if anyone wants an anti-starfighter corvette, I used these guidelines to stat up the Tartan-class Patrol Cruiser from the Empire at War video game and The Force Unleashed Campaign Guide for d20 Saga Edition.
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# ? Aug 19, 2013 07:12 |
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Chortles posted:Conversely, since both specializations share Force Power: Move, does my progress in the Move tree apply with both specializations, the same way that I imagine shared career specializations' talent tree progress works?
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# ? Aug 19, 2013 14:15 |
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Chortles posted:Just to check if I'm reading things correctly: I loaned my core book to a friend so I can't answer your first question till I get that back. As to your second question, the fact that the Move power is being shown in both specializations makes me think that the powers are tied to each specialization and so to take the new ones in AoR you'd need to take the Emergent specialization. If all powers were shared between all specs then I would expect the authors to either repeat all the old powers or none of them in AoR. I do think you're correct in how progress in shared powers/specializations work though.
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# ? Aug 19, 2013 15:59 |
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I'm new to this RPG stuff. If the critical table tells you to roll a d100, but it goes to 150...how?
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# ? Aug 20, 2013 00:56 |
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Springfield Fatts posted:I'm new to this RPG stuff. If the critical table tells you to roll a d100, but it goes to 150...how?
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# ? Aug 20, 2013 01:08 |
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Springfield Fatts posted:I'm new to this RPG stuff. If the critical table tells you to roll a d100, but it goes to 150...how? For every critical hit the opponent has taken you add an additional 10 to your roll. There are also talents and weapons which add more to the roll... it can get quite nasty.
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# ? Aug 20, 2013 01:10 |
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Oh poo poo, this makes more sense. I thought the +# was damage!
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# ? Aug 20, 2013 01:14 |
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I am excited by this! It's print on demand, so you only have to get the ones you need.
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# ? Aug 20, 2013 03:51 |
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Someone on the FFG boards put up the beta version of the Force power trees for both Enhance and Foresee and they're interesting, even if I question why the Piloting (Planetary) upgrade is a prerequisite for the Piloting (Space) upgrade, not least since that makes the "Agility" branch longer than the "Brawn" branch, although the same length as the "Force Leap" branch (itself an upgrade on the basic Enhance power). Then again, someone on the FFG boards said that ranked talents can only be picked up once per tree/specialization and that you have to buy into other trees/specializations with them to pick up any further ranks thereof... MattJP posted:For every critical hit the opponent has taken you add an additional 10 to your roll. There are also talents and weapons which add more to the roll... it can get quite nasty. Springfield Fatts posted:Oh poo poo, this makes more sense. I thought the +# was damage! Note that the roll result stuff is moot with Minions as they're immediately incapacitated or insta-killed upon suffering Critical Injuries and "If a group of minions suffers a Critical Injury, it suffers one minion's worth of wounds (so that one of the minions in the group is incapacitated)." (p. 390) The Critical Injury roll is still made with Rivals and Nemeses, although when a Rival's wound threshold is exceeded the GM may simply declare them killed (as with minions whose wound threshold is exceeded).
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# ? Aug 20, 2013 20:03 |
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Chortles posted:Then again, someone on the FFG boards said that ranked talents can only be picked up once per tree/specialization and that you have to buy into other trees/specializations with them to pick up any further ranks thereof... There are some truly stupid individuals on that forum. How much of an idiot do you have to be to ask for scans and pdfs of a book on the publishers own forum?? Yet I can't tell you how many times I've seen that happen.
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# ? Aug 20, 2013 22:35 |
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Epi Lepi posted:There are some truly stupid individuals on that forum. How much of an idiot do you have to be to ask for scans and pdfs of a book on the publishers own forum?? Yet I can't tell you how many times I've seen that happen. Epi Lepi posted:I loaned my core book to a friend so I can't answer your first question till I get that back. ... and now I just watched a stream where the players look up to the cockpit simultaneously to see a guy with a blaster in his crossed arms staring back at them from outside their ship... wearing Mandalorian armor. Player: "... bounty hunter?" GM: "... you just stole from the biggest crime syndicate in the galaxy! They put out a 150,000 credit bounty on your heads! You've had an Obligation of 115 over the past three sessions!!" GM: "... do the escape pods in this ship work still?"
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# ? Aug 21, 2013 05:20 |
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Chortles posted:...my was re: the claim that you can only buy Dedication (+1 to a Characteristic) once, then have to buy another Specialization and go all the way down in that to take another rank in Dedication, instead of just having to acquire it once and then paying the 25 XP every time as I would rule, with the different specs simply having their own paths to that first rank (or rather, what talents you pick up on the way to the first rank). Isn't this intended? It seems that if you could just dump 25 xp into the Dedication Talent for your specialization to up each of your stats for 25 xp endlessly, that would severely break the game. If you were to somehow normally spend your starting experience to get to 4 or 5 in a characteristic, it would cost you 40/50 XP respectively. AFAIK, each talent in the tree can only be taken once, but Ranked talents that appear multiple times (like Grit or Toughened) can be taken once for each appearance in the tree. Am I misunderstanding your complaint? I mean, house rules are always okay if the group agrees to it, but that seems rather unnecessary. e: Chortles posted:Just to check if I'm reading things correctly: And, yes, to answer your first question, you are reading things correctly. There are only 3 upgrade boxes because you can only upgrade range 3 times. TheTofuShop fucked around with this message at 10:35 on Aug 21, 2013 |
# ? Aug 21, 2013 09:41 |
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Chortles posted:Then again, someone on the FFG boards said that ranked talents can only be picked up once per tree/specialization and that you have to buy into other trees/specializations with them to pick up any further ranks thereof... And they'd be right too, unless the talent appears more than once on one tree, in which case you can buy them that many times. Yes, that does mean only one dedication per talent tree. I mean, you can house rule it however you please, but it's not rules as written. e: And pretty obvious that it's intended to be this way, given the high cost of attributes in chargen. TheDemon fucked around with this message at 10:14 on Aug 21, 2013 |
# ? Aug 21, 2013 10:11 |
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Chortles posted:The only one I've seen was someone looking for a scan of the sample adventure in the AoR beta book; my was re: the claim that you can only buy Dedication (+1 to a Characteristic) once, then have to buy another Specialization and go all the way down in that to take another rank in Dedication, instead of just having to acquire it once and then paying the 25 XP every time as I would rule, with the different specs simply having their own paths to that first rank (or rather, what talents you pick up on the way to the first rank). Can I just clarify this: Are you saying that if you get to the end of a Specialisation tree and get Dedication for 25 exp, you can subsequently spend another 25 exp at any point to get another Characteristic point?
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# ? Aug 21, 2013 10:23 |
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It's something that stood out to me since I saw nothing in the Dedicated description about it nor was the wording on talent ranks on page 128 of the CRB clear, though the example inferred it... whereas the bit about talents during chargen on page 93 was more clear. Maybe it was only because of your responses that I thought to look there, but nevertheless I accept your interpretation of RAW. MattJP, what you quoted was my interpretation of how ranked talents worked, but TheTofuShop and TheDemon clarified that under RAW it doesn't work that way; rather it's at minimum 170 XP for two ranks of Dedication: 75 XP for the first rank of Dedication if the starting career spec has an unbroken straight-line downward path to it, then a second career specialization for 20 XP, then 75 XP to a second rank of Dedication if it's also on an unbroken straight-line downward path in the second specialization's talent tree. Now I'm just trying to be clear as to whether Force power upgrades work the same way for a power that appears in more than one Force specialization talent tree, i.e. Move which also appears in the Age of Rebellion beta book... Chortles fucked around with this message at 10:57 on Aug 21, 2013 |
# ? Aug 21, 2013 10:55 |
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Gonna play this game, gonna play a Wookiee who took his Life Debt to the ship's captain so seriously he went to Wookiee Medical School to get his Wookiee Doctorate, so he can be a Wookiee Medic. Why rage against the foes when you can just patch the target of your debt back up? Dr. Wookiee, MD. e: Aaaaaaaaand now my mate is telling me he wants to make a Trandoshan doctor to offer dissenting medical views. Clawtopsy fucked around with this message at 12:07 on Aug 21, 2013 |
# ? Aug 21, 2013 12:02 |
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Chortles posted:Now I'm just trying to be clear as to whether Force power upgrades work the same way for a power that appears in more than one Force specialization talent tree, i.e. Move which also appears in the Age of Rebellion beta book... Move doesn't appear in a talent tree. Move is its own power tree. You can't take it multiple times any more than you can take a talent tree multiple times. The big question, though, is whether the other powers from the books (Influence/Sense and Enhance/Foresee) are exclusive to the Exile and Emergent specializations, or if Force Powers are open to all specializations.
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# ? Aug 21, 2013 14:12 |
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PantsOptional posted:Move doesn't appear in a talent tree. Move is its own power tree. You can't take it multiple times any more than you can take a talent tree multiple times. The big question, though, is whether the other powers from the books (Influence/Sense and Enhance/Foresee) are exclusive to the Exile and Emergent specializations, or if Force Powers are open to all specializations. As for your question, consensus over in the FFG thread asking about that seems to be that current RAW (since AoR is in beta) allows access to any of the current Force powers from any Force specialization, since so far the new powers' only prerequisite is Force Rating 1+ just like the powers in Force Sensitive Exile.
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# ? Aug 21, 2013 22:29 |
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Chortles posted:I was asking about the upgrades; ranked talents are bought one per appearance (whether found multiple times in the same talent tree or found by acquiring another specialization/talent tree that has that talent) while unranked talents are automatically acquired without spending XP in all subsequent specializations if you already bought it in a prior one (the example using Spare Clip: a Gadgeteer who gets Spare Clip and then later goes Trader doesn't have to reacquire Spare Clip). Therefore I was wondering if the basic Move power works like an unranked talent in that respect and the upgrades like ranked talents... though you seem to be saying that it's the whole tree itself that works like an unranked talent? quote:As for your question, consensus over in the FFG thread asking about that seems to be that current RAW (since AoR is in beta) allows access to any of the current Force powers from any Force specialization, since so far the new powers' only prerequisite is Force Rating 1+ just like the powers in Force Sensitive Exile. Yeah, that was my conclusion today too. Interesting.
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# ? Aug 21, 2013 23:13 |
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Modifications are confusing me. I get there's a two-step system. You buy the attachment, slap it on for the base modifier. You pay 100cr, roll hard mechanics check to see if you install a "mod" on the attachment. If you fail (but without a despair), does that mean you can never try to install that mod on that attachment on that piece of gear again? Mod clarification: if I install a Blaster Actuating Module and mod "2 Damage +1 Mods" does that mean I've essentially added +3 Damage?
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# ? Aug 22, 2013 03:54 |
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Had a question in our game tonight regarding talent trees. For example, on the Slicer talent tree in technician, the first row doesn't really connect to the second row. It's something like thispre:1 o o o | 2--3 4--o | | | | 5--6--7--o
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# ? Aug 23, 2013 08:34 |
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My understanding based on page 128 of the core rulebook is that the o's could be picked up at any time but wouldn't unlock further progress into the tree unlike the connected Talents, so the player would have to go 1->2->3-or-5->6->7->4 in your example. The Slicer tree is this: pre:1 o o o | 2 3--4--5 | | | | 6 7--8--9 | | | | 10-11-12-13 | | | | 14-15-16-17 PantsOptional posted:Yeah, that was my conclusion today too. Interesting. Springfield Fatts posted:Modifications are confusing me. As far as what Age of Rebellion will have for new starships, someone on the FFG boards said that other than the -wing fighters (although the X-wing is... rather "overpowered" compared to the Y-wing), the YV-929 freighter and Liberty-type MC80, the majority of it is going to be Imperial: quote:a-wing
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# ? Aug 23, 2013 09:05 |
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I'm in the skills chapter right now. Is there anything in this game about secret checks? Like if I want to do Perception to see if my players notice something, but without them knowing I'm rolling the check. Edit: Also wouldn't mind a font for the dice symbols, if anyone has it. edit2: http://community.fantasyflightgames.com/index.php?/topic/76059-can-we-make-the-swrpgicons-font-available/ alg fucked around with this message at 14:25 on Aug 23, 2013 |
# ? Aug 23, 2013 14:19 |
alg posted:I'm in the skills chapter right now. Is there anything in this game about secret checks? Like if I want to do Perception to see if my players notice something, but without them knowing I'm rolling the check. Vigilance (the passive perception skill) checks are kind of a grey area. Technically the players would probably have the option to spend Destiny on them, but it could really go either way. If you wanted to run your table with secret Vigilance checks I don't think it'd be a big deal.
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# ? Aug 23, 2013 15:39 |
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GSA review of the Age of Rebellion beta book here, and X-wing beta stats here -- my own guess there (informed by that one ship conversion guideline I found on Reddit) was "actually pretty close to the stats given" other than the AoR beta book version having Speed 5 (matching the TIE/Ln, though I admittedly gave it one less), Defense 1/-/-/1 (matching the Y-wing), Armor 5 ("the Big Debate")*, HT Threshold 10 (one less than I gave it) and a cost of 120,000 credits; apparently I even guessed the Rarity right, based on the "Other than that, you're spot on!" * It's quite out of proportion with the EotE fighters which all have Armor 3 except for the TIE/Ln's Armor 2. Chortles fucked around with this message at 02:37 on Aug 24, 2013 |
# ? Aug 23, 2013 23:24 |
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Wanted a consensus on an issue we had with our last game. If a player has a talent that adds damage to a weapon, but they use two of those weapons to do a combined attack would the talent add the damage to each individual weapon or simply to the combined damage total? Example, if it was +1, would that be to each weapon or just +1 on top of the sum amount?
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# ? Aug 26, 2013 15:54 |
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# ? May 23, 2024 11:45 |
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Springfield Fatts posted:Wanted a consensus on an issue we had with our last game. If a player has a talent that adds damage to a weapon, but they use two of those weapons to do a combined attack would the talent add the damage to each individual weapon or simply to the combined damage total? Example, if it was +1, would that be to each weapon or just +1 on top of the sum amount? Generally you can only get a bonus once unless otherwise stated. What talent specifically are you talking about? For instance if they were using jury rig they wouldn't get the damage bonus twice unless they specifically took two ranks of jury rig and applied them to two different weapons they were using simultaneously.
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# ? Aug 26, 2013 16:46 |