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homullus
Mar 27, 2009

some loving LIAR posted:

My group is in the process of making characters for EotE, a game I've never played before, and I have some questions about whether or not some things are a good idea. Specifically, it looks like it's really easy to make droid characters with a whole lot of dump stats, and I'm feeling a lot of temptation to make a droid assassin with AGI and either CUN, PER or WIL at 3, leave the rest at 1, and then blow the remaining 75 XP on skills and talents.

Obviously this will mean a BS wound threshold, but if I have enough strain threshold and I take Dodge, I can theoretically avoid taking a lot of hits. Also, if I understand the rules right, you get ability dice equal to the higher number between your applicable skill and characteristic, and proficiency dice equal to the lower of those two numbers, whichever is higher or lower. Therefore, in a way, it's "cheaper" to buy a skill up to 2 and leave its characteristic at 1 (you get 1 ability and 1 proficiency die for a total 10 XP buy (for a career skill)) than it is to buy the characteristic up to 2 and the skill up to 1 (25 XP).

It seems like there are (combat) advantages to this, because it lets you spread your points more between Cool and Vigilance for initiative purposes, it lets you use the aforementioned Dodge talent (possibly as many as 12 times with a 3 WIL), and you get to throw XP at everything that matters for Ranged attack rolls.

The obvious disadvantages are that you suck at every single skill you haven't put points into, and you have an 11 wound threshold with a 1 soak. Having looked at the weapon stats, since a lot of weapons start off doing like 9 damage, plus the attacker's margin of success on the attack roll, I have to say that I would not want this character to get hit by anything ever.

Is this sort of glass cannon reasonably survivable?

Also keep in mind that while you can increase skills later all you want, you can't increase characteristics after generation, except by taking the Dedication talent at the bottom of specializations. While it's cheaper to skimp on characteristics at generation, it's much more expensive to raise them later.

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Shrecknet
Jan 2, 2005


The only complaint I have about EotE is that there are too many stats. What, really, is the difference between Cunning and Intellect? Willpower and Presence? There just aren't enough skills keyed off of those, meanwhile the two coolest things in Star Wars (flying spaceships and pew-pew blasters) all key off of Agility. I wish there was one less stat, and I'd probably just roll Cunning into Intellect.

nelson
Apr 12, 2009
College Slice

Tharizdun posted:

The only complaint I have about EotE is that there are too many stats. What, really, is the difference between Cunning and Intellect? Willpower and Presence? There just aren't enough skills keyed off of those, meanwhile the two coolest things in Star Wars (flying spaceships and pew-pew blasters) all key off of Agility. I wish there was one less stat, and I'd probably just roll Cunning into Intellect.

Cunning and intellect are both skill heavy characteristics. I wouldn't combine them. But I think a homebrew system without characteristics would be interesting, as long as the dice pools could be boosted some other way to compensate. Currently it doesn't make sense that every good mechanic was knowledgeable of medicine and the core worlds for instance, or every good doctor was also able to hack computer systems.

nelson fucked around with this message at 21:27 on Feb 26, 2014

homullus
Mar 27, 2009

nelson posted:

Cunning and intellect are both skill heavy characteristics. I wouldn't combine them. But I think a homebrew system without characteristics would be interesting, as long as the dice pools could be boosted some other way to compensate. Currently it doesn't make sense that every good mechanic was knowledgeable of medicine and the core worlds for instance, or every good doctor was also able to hack computer systems.

You could probably just have everything be the skills. The first time you buy a rank, you get characteristic dice. The second time you buy that rank, you get proficiency dice. Second time for each die would be a little more pricey (like, say, +5). Leave the free ranks that species get as they are.

some FUCKING LIAR
Sep 19, 2002

Fallen Rib

PantsOptional posted:

When you say you can use Dodge 12 times, do you mean against one attack? If so, that's the problem: Dodge is a ranked talent, and you can only use it against a single attack a number of times equal to your ranks.

Some other thoughts: without a decent Brawn score you're not going to be able to carry much, and that includes any guns worth a drat.

Yeah, I just meant against one attack with the Dodge. As for the encumbrance problem, I was wondering how big of a problem that would wind up being in the long run, since a lot of really useful stuff has 0 encumbrance, and as a droid you're not going to need all of the things that a biological PC might.

homullus posted:

Also keep in mind that while you can increase skills later all you want, you can't increase characteristics after generation, except by taking the Dedication talent at the bottom of specializations. While it's cheaper to skimp on characteristics at generation, it's much more expensive to raise them later.

I hadn't considered this. So, the practical result of frontloading on abilities at generation is that, because you're basically never going to be improving any characteristics afterward, you will basically never be getting any proficiency dice in the usual way. Then my question is, how much worse is it to be rolling, say, one proficiency die and five or six ability dice, as opposed to rolling three proficiency dice? If it is worse, how long does it take a character to fall behind the power curve?

It seems like if it were a lot worse, it would be a terrible idea to take a droid at all, because the whole design point of the droid seems to be to allow people to take a bunch of dump stats. Avoiding dump stats means buying all six of a droid's characteristics to 2 (costing 120 XP), then bumping another one to 3 (costing another 30), which leaves you with 25 XP (and a bunch of free skill points, to be sure) to sprinkle over the rest of the sheet. I don't have the book in front of me to know how many free skill points you get, but I'm not sure it's worth it from an XP cost perspective. After that, yeah you don't need to eat or breathe, but you can't be force sensitive and you need a different healer.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
http://forums.somethingawful.com/showthread.php?threadid=3611415

Game Recruitment is up!

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Has anyone tried running any games in which the PCs are veterans, with extra XP to spend before the first game session? I'm thinking that maybe giving PCs some more XP to throw around would help avoid the "spend everything on characteristics" feel of chargen. I was thinking a bonus 50 XP or so that was subject to normal leveling rules (i.e. Skills and talents only) or something like that.

homullus
Mar 27, 2009

some loving LIAR posted:

I hadn't considered this. So, the practical result of frontloading on abilities at generation is that, because you're basically never going to be improving any characteristics afterward, you will basically never be getting any proficiency dice in the usual way. Then my question is, how much worse is it to be rolling, say, one proficiency die and five or six ability dice, as opposed to rolling three proficiency dice? If it is worse, how long does it take a character to fall behind the power curve?

It seems like if it were a lot worse, it would be a terrible idea to take a droid at all, because the whole design point of the droid seems to be to allow people to take a bunch of dump stats. Avoiding dump stats means buying all six of a droid's characteristics to 2 (costing 120 XP), then bumping another one to 3 (costing another 30), which leaves you with 25 XP (and a bunch of free skill points, to be sure) to sprinkle over the rest of the sheet. I don't have the book in front of me to know how many free skill points you get, but I'm not sure it's worth it from an XP cost perspective. After that, yeah you don't need to eat or breathe, but you can't be force sensitive and you need a different healer.

You can and should keep some stats at 1 if you want your character to be good at whatever it's good at, just don't underrate characteristics. It's worth starting with at least one 4, for example, or even a 5, since then you can max out at 6 in your first specialization. I wouldn't say characteristics go up "basically never", since you can buy more specializations, but you are looking at 100+ XP to get to the Dedication talent, especially after your second one.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

jivjov posted:

Has anyone tried running any games in which the PCs are veterans, with extra XP to spend before the first game session? I'm thinking that maybe giving PCs some more XP to throw around would help avoid the "spend everything on characteristics" feel of chargen. I was thinking a bonus 50 XP or so that was subject to normal leveling rules (i.e. Skills and talents only) or something like that.

I had debated this for my game, but haven't fully decided. With the base rules you can already make a really solid character, so adding more would just make them too powerful, I think.


On an aside, for those curious about how I will run the Imperial game, here's the blurb of how I will handle the fact that they theoretically have access to infinite resources:

"Requisitions will mostly hinge on either your personal or group Duty rating, or your group's Duty rating in a specific form of Duty. For example, if your team requires the use of an Interdictor to lockdown a potential escape route the Rebels you are tracking might use, you may need to curry your group's Space Superiority Duty against a certain set limit, in this example let's say 20. Assuming between the 6 of you there is actually 20 Space Superiority Duty to be found, then you can make that holo-call and order the Captain of the ISS Duracrete Wall to move his Interdictor into position and prevent the Rebels' escape. If your team does not possess the 20 Space Superiority to requisition the cruiser, the Captain would instead laugh in your face and tell you the ISB doesn't have the authority to order him around, and he's outside your jurisdiction.

Any time Duty is used to curry favor or call in reinforcements like this on a given Operation, it is "temporarily used up" (meaning you can't use those 20 Duty to get anymore stuff until this Operation is over) and depending on the outcome, could positively or negatively affect the outcome of the Operation. For example, if that Interdictor made the difference in catching the Rebels, well and good, excellent use of resources. If the vessel was destroyed by a surprise Rebel sneak attack, there will be... consequences... for you underestimating the enemy and wasting valuable resources. Further, anytime requisitions for equipment or personnel are made, one or more Destiny Points will be flipped against you, at my discretion."


Further, I'm borrowing from that blog someone posted and going to institute an Exceptional Cruelty rule, meaning that anytime a PC is exceptional heartless or brutal in accomplishing their goal, I'll flip a Destiny Point in the group's favor.

Also just to add to the theme, the group will actually be using Dark Side points as their own pool to boost stuff and help them out, whereas Light Side points will be the "bad" ones I get to play around with to gently caress with them. Fun!

nelson
Apr 12, 2009
College Slice
For what its worth, I thought your requisition rules were quite clever. Reminds me a bit of the video game Just Cause now that I think about it.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

nelson posted:

For what its worth, I thought your requisition rules were quite clever. Reminds me a bit of the video game Just Cause now that I think about it.

Thanks, we'll see how it works in play. I plan to track each character's personal Duty but then also have a group Duty that's completely separate. The sum of all of these would be used for stuff. Maybe institute a rule where if you don't have a specific type of Duty to a certain level, you can still pull it off for double its cost using all your other Duty, but then it's all tied up. It's sort of like just brute forcing with some name-dropping. We also discussed in IRC how a clever CO or other agent might, say, Coerce the Interdictor Captain in the above example to convince him to help, so that might lower the Duty cost. A Slicer might instead code up a fake order for the ship and dispatch it via the HoloNet, that sort of thing. Should be a fun little side dynamic.

Huntsekker
May 2, 2003

"That really was the most fun I've had with anything Munchkin related ever."
Dangerous Covenants trip report:

This is the best book so far.

Races:

Aqualish, Weequay, and Klatooinian. All 3 races are interesting in different ways.
Aqualish are 321222, breathe underwater, start with a point in brawl, and have 3 subspecies that do different things.
Klatooinians are 232212, can start with either a point in brawl or either ranged type, and start with a rank in any other non career skill of your choice.
Weequay are 321321, and can start with either resilience or athletics. they can also communicate with other Weequay through scent (weird).

Classes:

Enforcer, Demolitionist, and Heavy. All 3 of these classes have a lot of interesting skills and abilities, much more interesting to me then the Explorer book.

The Enforcer is a combo of a brute and a talker, with lots of skills that help with intimidation or causing fear in other PC's. The enforcer even has a skill where it can heal itself once per encounter. Cool class.

The Demolitionist is a pyro who loves explosives. he can makes his explosions larger, exclude targets from the blast radius, and make his own improvised explosives once per session.

The Heavy is all about taking damage, soaking it up, and wielding the biggest weapons around. They can spend destiny to not run out of ammo when they roll a despair, reduce encumberance and cumbersome on weapons and armor, or ignore the added difficulty of auto fire.

The new end-game abilities added for Hired Gun is one that makes you miss your next turn, but kills every single minion in an encounter, and the other halves your damage for 3 rounds. Crazy.

Armor and weapons:

Probably the best thing in this book, there's so much to cover here, but my favorite highlights:

The weapons include mini-guns, flamethrowers, huge rifles, grenade launchers, portable missiles, 4 new grenades, and awesome brawl weapons, one called blast knuckles that literally shoots a blaster bolt point blank every time you connect with a punch, but hurts you in the process.

Armor and attachments are things like huge power armor, holographic Ghillie suits, attachments that add laser sights, wrist mounts, a hands free weapons system that just shoulder mounts a weapon to your shoulder that can be voice activated, all kinds of crazy stuff.

That's all I've really gotten through just yet, but the fluff I've seen so far is great, as is all the new ships, which even includes a couple of capital ships. Overall I'm very impressed and think it is a must-buy.

Huntsekker fucked around with this message at 04:15 on Feb 28, 2014

Chortles
Dec 29, 2008

Huntsekker posted:

one called blast knuckles that literally shoots a blaster bolt point blank every time you connect with a punch, but hurts you in the process.
Someone finally made "bang stick" gloves in Star Wars. :swoon:

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Nice, just ordered it so we can use those rules and gear in my Imperials game.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Need more bad guys rolled for Fuzz's game, or are you afraid to be bad?

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Elendil004 posted:

Need more bad guys rolled for Fuzz's game, or are you afraid to be bad?

Is it open for new players? I have the core EotE book but haven't gotten a chance to actually play yet.

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

Oh my god the lady enforcer with cybernetics and the droid heavy :swoon:

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Popete posted:

Is it open for new players? I have the core EotE book but haven't gotten a chance to actually play yet.

Yeah, we're still recruiting. Game closes next week, though you can use AoR classes too.


I HIGHLY recommend people pop on IRC to discuss mechanics and whatnot... it's #sweote on irc.synirc.org

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


alg posted:

Oh my god the lady enforcer with cybernetics and the droid heavy :swoon:

Is that from Dangerous Covenants? I didn't work on that one, but from what I've heard from my buddies who worked on it I can't wait to pick it up.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
There seems to be lively interest in this of late in the PBP section, it can sit on top for March!

Not Keyser Soze
Mar 7, 2007

Endless Celestial Sex
shameless final plug for Fuzz's game

http://forums.somethingawful.com/showthread.php?threadid=3611415&userid=0&perpage=40&pagenumber=2

Ask not what your Empire can do for you, but what you can do to Crush The Rebellion

Kingtheninja
Jul 29, 2004

"You're the best looking guy here."
How's the "After the Escape" game going? I've been trying to read along but you guys post so fast I'm falling behind. Did you get that casino ship running yet?

Kingtheninja fucked around with this message at 04:22 on Mar 2, 2014

Elendil004
Mar 22, 2003

The prognosis
is not good.


No, my character is about to kill us all.

Mustache Ride
Sep 11, 2001



We're going to kill each other before we get anywhere.

It'll be fun.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.
If the individual game promotion/chat could get out of the general thread that would rule. Becoming a chat thread for individual games makes the overall game threads a lot more insular and cliquish than they ought to be, and is best saved for the OOC game thread or the underused PBP peanut gallery.

nelson
Apr 12, 2009
College Slice
For anyone just joining the thread, the OP is out of date. Edge of the Empire is retail. You can buy the custom dice instead of using stickers. Age of Rebellion is in beta but its beginner game is almost available. EotE and AoR can be played independently from one another or combined. Our IRC channel is #sweote on SynIRC.

Jaynen
Jul 7, 2005
There is also phone apps for the dice on android and ios, shared with the X-wing mini's game I believe

homullus
Mar 27, 2009

Jaynen posted:

There is also phone apps for the dice on android and ios, shared with the X-wing mini's game I believe

And there's Edge of the Empire dice-rolling integrated into Roll20 now, so there is seriously no reason for any rulebookhavers reading this thread not to be playing this game.

AND there is an amazing (really, amazing) fan-built character builder.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
Could anyone with experience playing the system weigh in on how practical it would be to replace the skill list with 13th Age-style backgrounds? Looking at it, there seem to be a lot of defensive uses of skills like Cool, Discipline and Vigilance which initially seem like they'd be awkward to freeform (e.g. "I'll defend against this lie with Cunning 3 and... uh... Nerf Herder 2 because... er... I'm used to people trying to con me?" doesn't need to happen that often to really break flow). Plus, the talent trees are all based on skills and categorising them on the fly might be problematic.

Equally though it seems like most of the time these defenses come up it'd be NPCs using them (so easily set as a flat set of defenses), and the talent trees mostly explain the context for bonuses (pleasant social interaction, hostile social interaction etc.) so it might not be that difficult?

homullus
Mar 27, 2009

Talkie Toaster posted:

Could anyone with experience playing the system weigh in on how practical it would be to replace the skill list with 13th Age-style backgrounds? Looking at it, there seem to be a lot of defensive uses of skills like Cool, Discipline and Vigilance which initially seem like they'd be awkward to freeform (e.g. "I'll defend against this lie with Cunning 3 and... uh... Nerf Herder 2 because... er... I'm used to people trying to con me?" doesn't need to happen that often to really break flow). Plus, the talent trees are all based on skills and categorising them on the fly might be problematic.

Equally though it seems like most of the time these defenses come up it'd be NPCs using them (so easily set as a flat set of defenses), and the talent trees mostly explain the context for bonuses (pleasant social interaction, hostile social interaction etc.) so it might not be that difficult?

I'll come down on the side of "not practical" here. You could use backgrounds in addition, to create situations for boost and setback dice on top of the skills, though.

Winson_Paine
Oct 27, 2000

Wait, something is wrong.

Talkie Toaster posted:

Could anyone with experience playing the system weigh in on how practical it would be to replace the skill list with 13th Age-style backgrounds? Looking at it, there seem to be a lot of defensive uses of skills like Cool, Discipline and Vigilance which initially seem like they'd be awkward to freeform (e.g. "I'll defend against this lie with Cunning 3 and... uh... Nerf Herder 2 because... er... I'm used to people trying to con me?" doesn't need to happen that often to really break flow). Plus, the talent trees are all based on skills and categorising them on the fly might be problematic.

Equally though it seems like most of the time these defenses come up it'd be NPCs using them (so easily set as a flat set of defenses), and the talent trees mostly explain the context for bonuses (pleasant social interaction, hostile social interaction etc.) so it might not be that difficult?

The defensive skills are the other half of the opposed roll so you don't need to sweat it most of the time. It is never a roll off of you vs. someone, it is just one die pool being thrown to go either way. I would actually try the system before dicking with it too much, it is pretty well built in general for what it is and what it does.

Talkie Toaster
Jan 23, 2006
May contain carcinogens

Winson_Paine posted:

The defensive skills are the other half of the opposed roll so you don't need to sweat it most of the time. It is never a roll off of you vs. someone, it is just one die pool being thrown to go either way. I would actually try the system before dicking with it too much, it is pretty well built in general for what it is and what it does.
Yeah, it definitely looks well-built- that was why I was interested in using it as a foundation. My group want to try and run Rogue Trader, but with a less janky ruleset, and using backgrounds rather than skills and just dumping the few specific skill mechanics into a page or two of rules would remove the need to rewrite the skill section.

homullus
Mar 27, 2009

They've now announced a Game Master's Kit for Age of Rebellion. I did like the kit for Edge of the Empire -- it comes with a decent adventure, in addition to the useful screen -- but of course it's not as useful to somebody who already has the one kit. Maybe it's different from the first screen (I'd love for it to have a "these are the skills, their governing characteristics, and their uses" chart; that comes up more than critical hits, for me).

alg
Mar 14, 2007

A wolf was no less a wolf because a whim of chance caused him to run with the watch-dogs.

The adventure that came with the EOTE gm screen was awesome. Can't wait for this one.

yronic heroism
Oct 31, 2008

Just starting to browse Amazon on this. What would the Beginner Set get me that the Core doesn't?

PeterLeb
Apr 3, 2007
I will be calmer than cream, making maps out of your dreams.
Some dice and a starter adventure, mostly.

homullus
Mar 27, 2009

PeterLeb posted:

Some dice and a starter adventure, mostly.

Some dice, some starting character folios, a tutorial adventure, and a 90% reduction in content.

nelson
Apr 12, 2009
College Slice

homullus posted:

and a 90% reduction in content.

This might be a bonus if you've never played before. The Beginner game is easy to get into and teaches the fundamentals of the game quite well. If you want to learn the game, I'd recommend it before the core book.

homullus
Mar 27, 2009

nelson posted:

This might be a bonus if you've never played before. The Beginner game is easy to get into and teaches the fundamentals of the game quite well. If you want to learn the game, I'd recommend it before the core book.

I like the character folios quite a bit, and the tutorial adventure does a good job of easing you in. I don't regret getting it at all, but it's not like some games' beginner sets where you get the whole game, but at levels 1-3 (or whatever).

Oh, also, it comes with tokens, forgot about that.

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some FUCKING LIAR
Sep 19, 2002

Fallen Rib

nelson posted:

This might be a bonus if you've never played before. The Beginner game is easy to get into and teaches the fundamentals of the game quite well. If you want to learn the game, I'd recommend it before the core book.

If you've got prior roleplaying experience, I think the core book is a safe place to start.

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