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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

nelson posted:

I still think I'm correct but someone quote the relevant section of the rules so we can resolve this. I'm at work otherwise I'd look it up myself.

Gear upgrades work like skill upgrades. When you have 3 Agility and keep raising an Agility skill past 3, you get attribute dice, not proficiency dice. If I have 3 Agility and 5 Ranged, I roll 3P+2A, not 4P... those extra 2 Ranged levels don't merge into one proficiency dice. Same way 2 levels from a piece of gear don't magically give you an extra chance at a Triumph, they just give you two more green dice.

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The Wolfen
Apr 12, 2007
Wanted Ghost Coon. Cannot be treed or trapped. Reward Ghost Coon Skin Cap!
Fun Shoe
Alright, I knew I got that idea from somewhere, but started second guessing myself. Thanks for clearing it up Fuzz.

On another topic I run a play by post game of my own off of the forums and I have a question about initiatives. Throughout a round of combat I always keep a list of initiative order at the bottom of my posts to show the players when their slots are coming up vs. those of NPCs. However, combat often goes multiple rounds with NPCs dying or being incapacitated throughout the round. How do you handle NPC initiative slots for NPCs that are dead or out of the game since they can take whatever slot just like PCs can?

Do you just leave all the initiative slots and still use them like normal but when a dead NPC would have a turn say, "Can't dead" or what?

Stymie
Jan 9, 2001

by LITERALLY AN ADMIN
According to p. 21, when you upgrade more dice than are available you first add a die to the pool, and if you still have any remaining upgrades you then upgrade the added die. Repeat as needed.

So if you're upgrading a pool of 3P twice, you would wind up with 4P (one added ability die upgraded again to a proficiency die).

nelson
Apr 12, 2009
College Slice
Thanks Stymie.

KingYnnen
Mar 18, 2014

Professional Game Geek

The Wolfen posted:

Do you just leave all the initiative slots and still use them like normal but when a dead NPC would have a turn say, "Can't dead" or what?

I leave all the initiative slots as they are. They are designated by group, even if there aren't enough members of each group to use them all.

If you have three initiative slots for two NPCs, then those NPCs have some flexibility in choosing when they act. Further, if you tweak the encounter mid-stride, say bringing in some reinforcements, then you already have initiative slots available for them and don't need to stop things to make a few more rolls.


If life is a game, I need new dice!

KingYnnen fucked around with this message at 01:32 on Mar 20, 2014

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce

Fuzz posted:

Gear upgrades work like skill upgrades. When you have 3 Agility and keep raising an Agility skill past 3, you get attribute dice, not proficiency dice. If I have 3 Agility and 5 Ranged, I roll 3P+2A, not 4P... those extra 2 Ranged levels don't merge into one proficiency dice. Same way 2 levels from a piece of gear don't magically give you an extra chance at a Triumph, they just give you two more green dice.

That's adding a skill, though, not upgrading a die.

The Wolfen
Apr 12, 2007
Wanted Ghost Coon. Cannot be treed or trapped. Reward Ghost Coon Skin Cap!
Fun Shoe

KingYnnen posted:

I leave all the initiative slots as they are. They are designated by group, even if there aren't enough members of each group to use them all.

If you have three initiative slots for two NPCs, then those NPCs have some flexibility in choosing when they act. Further, if you tweak the encounter mid-stride, say bringing in some reinforcements, then you already have initiative slots available for them and don't need to stop things to make a few more rolls.

That's more or less what I've been doing, so it's nice to know that's how it should work. Also very timely since they are in combat right now and I think a couple of those empty NPC slots at the end would be a great way to bring in the final big bad and his muscle. Thanks again.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

PantsOptional posted:

That's adding a skill, though, not upgrading a die.

Yeah, I read it wrong, Stymie is correct.

Huntsekker
May 2, 2003

"That really was the most fun I've had with anything Munchkin related ever."
So I picked up the Jewel of Yavin adventure today at my FLGS, and man does it look epic. Some people from the films even show up! Lando and Lobot! They even have stats with the caveat that these stats do not fully encapsulate these characters. Story wise, there seems to be a cloud car race, an auction, and a Jedi to fight. My players are going to freak when she shows up.

Elendil004
Mar 22, 2003

The prognosis
is not good.


So CPS, I gotta thank you for your players idea. Tonight in my RL game, the GM mentioned that we had to get intel from a guy out of 160th floor safehouse. I went "I got this", flew the hovercar up to the window, shot some holes in it. It didn't break, so our Toydarian slipped a frag grenade in the holes, boom. Other member of the team came in the front while the guards were distracted, grabbed the mark and off we flew.

Almost did it AGAIN later to different mark, I kind of hope it becomes our signature thing.

Clanpot Shake
Aug 10, 2006
shake shake!

Awesome! Glad my player's lack of cajones led to some good somewhere in the world. My players mostly made up for it last session when they tracked the casino owner down to a warehouse in the industrial district where he was being held captive by some thugs. They stormed the place, killed half of them, and 'rescued' the guy they need to extort money from.

I still need to work out why he was kidnapped in the first place (other than to one-up my players). The thugs were sent by a local business magnate. I'm thinking the businessman found out the casino owner was in the pocket of ISB, which gave him some unwanted exposure so he sent some thugs to kill him after interrogating him to find out exactly how far his involvement went. I want to introduce some more subtle, nefarious aspects of the Empire (which largely hasn't featured in our campaign yet), and ISB would be perfect. We're on Sleheyron, a Hutt world, so the Imperial presence is less in the open. Anyone have any thoughts on this?

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Clanpot Shake posted:

Awesome! Glad my player's lack of cajones led to some good somewhere in the world. My players mostly made up for it last session when they tracked the casino owner down to a warehouse in the industrial district where he was being held captive by some thugs. They stormed the place, killed half of them, and 'rescued' the guy they need to extort money from.

I still need to work out why he was kidnapped in the first place (other than to one-up my players). The thugs were sent by a local business magnate. I'm thinking the businessman found out the casino owner was in the pocket of ISB, which gave him some unwanted exposure so he sent some thugs to kill him after interrogating him to find out exactly how far his involvement went. I want to introduce some more subtle, nefarious aspects of the Empire (which largely hasn't featured in our campaign yet), and ISB would be perfect. We're on Sleheyron, a Hutt world, so the Imperial presence is less in the open. Anyone have any thoughts on this?

Ah yes, the ISB... excellent...

The ISB has the casino owner cornered because some of his croupiers were actually Rebel sympathizers, having big wig Rebel donors come to the casino to "lose" their money, which was getting laundered and funneled into a slush fund to buy medical supplies and equipment for the Alliance. ISB came in, put a lean on the owner at threat of death, and setup a sting operation to catch said donors.

The kidnappers are Hutt hired freelancers, as the Hutts have become aware of the slush fund via Muun sniffers. They thought the owner is holding out on them and trying to misreport his earnings so that he can undercut the Hutts by giving them less in protection money. They have no idea about the ISB sting. The business magnate is their lieutenant in the region and overseeing their interests.

Your players are now stuck in the middle of their own job, the Hutts, and the ISB. Have fun with that.

:devil:

Clanpot Shake
Aug 10, 2006
shake shake!

I was definitely going to work in the Rebellion somehow as well, and that's a good way to do it. It's been established that the casino owner is pretty heavily involved in money laundering for a variety of criminal types, so him being a degree or two removed from funding the Rebellion works perfectly. He stopped paying protection money to the Hutt the players now work for a while back, but they're not sure why (it will almost definitely be one of their first questions for him).

The business magnate was introduced as a big winner in the casino. When they last saw him, he was winning big at the craps table, attracting a big crowd. They noticed it was odd that he was at the table he was at, as a high-roller like him would be expected in the upstairs wealthy person tables. Cursory googling of his name says he's legit, at least on the surface. For reasons unknown, the thugs that kidnapped the casino owner took him to a warehouse owned by a company owned by the business magnate. Due to the daring kidnapping, the casino is now swamped with Imperial investigators/security.

So for tonight's session I need an answer for why he stopped paying protection, why the business magnate had him kidnapped (at least it appears so), and I need an ISB NPC...

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
The magnate is the Rebel donor, he was on the regular floor as part of the sting and the table was rigged to win by one of the croupiers that the casino owner didn't know about, signaling the magnate that the jig was up. ISB descended on the casino to grab him, he bails and then had the other crew kidnap the casino owner as collateral and to interrogate him to find out how much the ISB knows.

Boom.

Moose King
Nov 5, 2009

Clanpot Shake posted:

I was definitely going to work in the Rebellion somehow as well, and that's a good way to do it. It's been established that the casino owner is pretty heavily involved in money laundering for a variety of criminal types, so him being a degree or two removed from funding the Rebellion works perfectly. He stopped paying protection money to the Hutt the players now work for a while back, but they're not sure why (it will almost definitely be one of their first questions for him).

The business magnate was introduced as a big winner in the casino. When they last saw him, he was winning big at the craps table, attracting a big crowd. They noticed it was odd that he was at the table he was at, as a high-roller like him would be expected in the upstairs wealthy person tables. Cursory googling of his name says he's legit, at least on the surface. For reasons unknown, the thugs that kidnapped the casino owner took him to a warehouse owned by a company owned by the business magnate. Due to the daring kidnapping, the casino is now swamped with Imperial investigators/security.

So for tonight's session I need an answer for why he stopped paying protection, why the business magnate had him kidnapped (at least it appears so), and I need an ISB NPC...

The owner was in the closing stages of a secret deal to sell the casino to the magnate for some serious credits, and the magnate owns a private security firm, so why continue to pay for Hutt protection? When the deal is finalized, the thugs "kidnap" the owner with the intent of faking his murder so he can take his billions of credits without having to look over his shoulder for Hutt cartel bounty hunters for the rest of his life.

The owner has connections to the Rebellion, via that laundering scheme that was previously posted, which drew the attention of the ISB. They planted agents in the magnate's security firm to capture the casino owner during the kidnapping and take him to Space Guantanamo for his Rebel connections. When that got ruined by the players, the ISB came down hard on the casino.

alg
Mar 14, 2007

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

Holy moly is Jewel of Yavin packed with stats.

Carteret
Nov 10, 2012


alg posted:

Holy moly is Jewel of Yavin packed with stats.

Mine's in the mail. Pretty stoked!

Clanpot Shake
Aug 10, 2006
shake shake!

I may have overestimated my players.

Last night's session started with the players interrogating one of the surviving kidnappers and the casino ownwer. It comes out that the kidnappers were hired by the business magnate for reasons the casino owner can only guess at, and that the casino owner is under the thumb of ISB and has been for months. He says he stopped paying the players' Hutt boss to isolate him from the ISB investigation, and that ISB has been monitoring his operation to find all of the loose threads of funds going to the Rebellion through his organization (something he wasn't aware was happening before ISB told him).

He's grateful for the rescue, but it quickly becomes apparent that he's escaped the pan and fallen into the fire. They demand a rescue fee, money owed to the Hutt, some sweetener on top of that, and a new ship, all told about 200k. He says he can't move much more than daily expenses (2-5k) without ISB being all over it. They are unrelenting in their demand for money and a ship, so he eventually agrees to a payment of 50k and getting them a ship I don't remember the name of. He asks to be taken to an upscale hotel where he has a room.

They get there and go through the freight entrance without arousing any suspicion and take the lift to his floor. As he gets off the elevator, he realizes the thugs took his key card, and they have no way to get into the room. They call down to the front desk and make their way to the door to wait for someone to come let them in. The casino owner tries to subtly knock on the door but gets noticed, then everything goes to poo poo.

Being under the thumb of ISB, he's been forced to stay at this hotel with ISB in the room next door doing their thing. So the next door over opens up, head pokes out to see my psychopathic rodian player leveling the giant sniper rifle he brought with him, then slams the door. Casino owner uses this distraction to make a break for it.

Chase scene! One player follows him down the stairs while the other two take the elevator. After several minutes, one of them catches him in a straight hallway and puts a blaster shot through his leg. Meanwhile, outside, their pilot quickly realizes the po-po are en route and coming in hot. The players agree to meet on the roof to try to escape with their captive.

Inside, someone shuts down the elevator as the players are 5 floors from the top, so they have to get out and hoof it up the stairs. On the roof, all at once, their ship lands, a transport full of stormtroops lands, and the players with their captive bust out from the stairwell. That's where we ended the session.

Don't get me wrong, it was fun. But, my players have consistently ignored any larger plot development, made enemies of almost every NPC they've encountered, and pursued money to the exclusion of all else. It's getting ridiculous. Introducing the ISB and the Rebellion elicited nothing.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Let a few of them die, let them decide on their own if it was worth it.

Conversely have the ISB capture them and send them to the Lusankya or a similar prison, and convert your campaign into Prison Break in space.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
Our group has hit a point where our GM has begun shopping around ideas for the next stage of interaction with the Dark Side. The core book has some rules for this, but really they feel like they're for dabblers and two of the group are some pretty serious Force users at this point. They're also pretty heavily invested in the Dark Side - it's been implied that Palpatine is grooming one of them either as a Hand or to replace Vader, and the other one has subjected herself to Dark Side sorcerous rituals. While F&D will inevitably have a larger section on this, we were hoping to introduce something sooner.

My suggestion was to use something similar to the Atrocity Dice system from the Vampire supplement Danse Macabre. The idea would be that when you roll a Dark Side result on the dice, you can use it normally without having to flip a Light Side destiny point but the GM makes a note of how many you use and adds them to a pool of, let's call them Temptation Dice or something like that. Later on, he can add a number of these Temptation Dice to force you to add an equivalent number of Force Dice to your roll. If they come up Dark Side, they count as a Success (or maybe Advantage) but they twist the action in some unintended way. Like maybe you're trying to negotiate for a necessary part for your ship, and the Temptation Dice push you into flat-out threatening the merchant in front of everyone. Or maybe you're trying to sneak into a crime lord's palace and the Dark Side pushes you not to sneak around that guard but to hurt or even kill him.


Thoughts? Alternate systems?

PantsOptional fucked around with this message at 21:25 on Mar 28, 2014

yronic heroism
Oct 31, 2008

The only Dark Side game worth playing is generally vs rival Dark Side opponents. I wouldn't even change the destiny points. It's really about game balance and fortune working for and against the group, right? It could just as easily be Luck and Misfortune.

Clanpot Shake posted:

Don't get me wrong, it was fun. But, my players have consistently ignored any larger plot development, made enemies of almost every NPC they've encountered, and pursued money to the exclusion of all else. It's getting ridiculous. Introducing the ISB and the Rebellion elicited nothing.

If it's fun for everyone, don't worry about it too much and play things out. If it's not fun for you find new players.

Seriously, it sounds harsh but it's possible you just have different expectations. Some players will go munchkin because "that's what my character would do" but it's on them if their boring character decisions create a boring story. Beyond some suggested reading there's not much you can do to change that.

The Narrator
Aug 11, 2011

bernie would have won
What does come with the GM's kit, apart from the screen? It doesn't have dice, does it? I'm in Australia, trying to find the basic stuff for Edge of the Empire (thinking of picking up the beginner's kit and the core rulebook at least), but everything here is so expensive :smith: $20 for a set a dice if I buy them from EBay, not including shipping :( anyone in Australia have an alternative website that's decent to buy from and won't screw me on shipping?

edit: VVV ah, thanks. Guess I might skip out on it for the moment then, see how it goes after the first few sessions.

The Narrator fucked around with this message at 07:02 on Mar 29, 2014

long-ass nips Diane
Dec 13, 2010

Breathe.

The Narrator posted:

What does come with the GM's kit, apart from the screen? It doesn't have dice, does it? I'm in Australia, trying to find the basic stuff for Edge of the Empire (thinking of picking up the beginner's kit and the core rulebook at least), but everything here is so expensive :smith: $20 for a set a dice if I buy them from EBay, not including shipping :( anyone in Australia have an alternative website that's decent to buy from and won't screw me on shipping?

It's just the screen and an adventure.

Elendil004
Mar 22, 2003

The prognosis
is not good.


If you have a smart phone that can run it, the dice rolling App is pretty good and we have a few folks at our table who use that vice a set of dice.

CobiWann
Oct 21, 2009

Have fun!
Got my gaming group to agree to a one-or-two session adventure!

So far, I have a Pilot and an R2 Mechanic, and probably a Hired Gun and one more PC. Which is the best first adventure, the one in the core book or the one in the beginner's box?

Mustache Ride
Sep 11, 2001



I'd suggest the adventure that comes with the DM Kit, it's got some nice combat, some nice Star Wars narrative poo poo and a hutt you can kill at the end, maybe.

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 beginner game + Long Arm of the Hutt bonus adventure are really good intros.

ScottyBomb
Oct 24, 2005

Cthulhu loves me, this I know, for ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!!
Really liking "Jewel of Yavin" so far.

I'm a bit disappointed, however, that they didn't throw in rules for creating Lutrillian or Ugnaught characters in the Bespin gazetteer section. Seems like a bit of a missed opportunity, there.

alg
Mar 14, 2007

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

So what do we have coming out now? Or are they ratcheting back releases in preparation for Age of Rebellion?

My crew is really enjoying Beyond the Rim so far, though they can never go back to the Wheel again...

Springfield Fatts
May 24, 2010
Pillbug

alg posted:

My crew is really enjoying Beyond the Rim so far, though they can never go back to the Wheel again...

I was pleasantly suprised at how much mileage I got out if that book. Don't know how far you are but my guys handled Act 2 about as badly as possible. Buncha pansy city-folk!

homullus
Mar 27, 2009

alg posted:

So what do we have coming out now? Or are they ratcheting back releases in preparation for Age of Rebellion?

My crew is really enjoying Beyond the Rim so far, though they can never go back to the Wheel again...

My group shot their way out of the Wheel, and didn't ask anybody anything about the job or Cholganna, so they bought a bunch of environment suits and trail mix for what they assumed was a drifting derelict in space. Oops! Act I finished very, very quickly, and they learned to ask more questions in Act II. They stole the Deep Dark without really having enough crew to do a good job with both, so I figure all sorts of Star Wars-y hijinks can ensue.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
Trip report: don't ever fight a squad of minions who are all armed with stolen Disruptor weaponry. It wouldn't have been so bad if we didn't know that they had the stuff since that's the reason we were chasing them in the first place. After a particularly unlucky roll (for me), my GM looked at me and said "okay, so, we're looking at a... +80 on a Crit."

CobiWann
Oct 21, 2009

Have fun!
Very excited – got most of my group’s character concepts down last night…

Human Pilot with Obligation – Addicted
R2 Astromech Droid
Human Ranged Weapon Specialist
Chiss Bodyguard-or-Mercenary with Obligation – Obsession against either the Empire or a Hutt Cartel for turning them away.

I’m at work so I can’t really look through the thread, so can anyone tell me if there are some of these floating around the Internet in PDF to give to my players before game (in two weeks)? Worse comes to worse, I can just photocopy what’s in the core book/GM screen.

Character Sheets
Rules/Dice Summary
Class/Archetype write-ups

And is there anything else that doesn’t come with the Beginner’s Box/GM Screen that I might find useful?

The Narrator
Aug 11, 2011

bernie would have won
What's the astromech's obligation? I don't have the game (yet) so I can't help unfortunately, but a droid having obligations sounds like it has the potential for hilarity.

CobiWann
Oct 21, 2009

Have fun!

The Narrator posted:

What's the astromech's obligation? I don't have the game (yet) so I can't help unfortunately, but a droid having obligations sounds like it has the potential for hilarity.

...oh my God. Droid Obligations? I never thought about that...

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
Our "protocol" droid has Obsession: Droid Rights, which seems kind of like an easy default for droids. You could also go with Debt, representing the fact that he's property and has been sold.

The Narrator
Aug 11, 2011

bernie would have won

CobiWann posted:

...oh my God. Droid Obligations? I never thought about that...

The characters all have to start with Obligation, don't they? From what I've read of the core book it gives the example of a Droid with a Debt obligation to pay off buying their own freedom.

Personally, I was imagining an Astromech with an online gambling addiction :getin:

CroatianAlzheimers
Jun 15, 2009

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


CobiWann posted:

...oh my God. Droid Obligations? I never thought about that...

I played a droid who had a criminal obligation. He was wanted in a bunch of systems because he worked as an assassin for the Hutts. His hallmark was sabotaging starships that belonged to his employers' enemies so that they'd enter hyperspace but never come out.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Addition - Murder

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

CobiWann posted:

...oh my God. Droid Obligations? I never thought about that...

PantsOptional posted:

Our "protocol" droid has Obsession: Droid Rights, which seems kind of like an easy default for droids. You could also go with Debt, representing the fact that he's property and has been sold.

I had toyed with the idea of an astromech with the Obligation Obsession - Women's Underwear, to make a pervy old R2 in the dirty old anime grandpa sense... constantly running into women's legs to look up their skirts, pinching girl's butts with his pincers, wearing panties over his dome on occasion, etc.

Depending on the sense of humor of your group, it could either go horribly wrong, really quickly, or be loving hilarious.

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