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VoidTek
Jul 30, 2002

HAPPYELF WAS RIGHT
I've recently started a game and wanted to play a droid, so learning how much the game seems to encourage pumping the hell out of your characteristics was a real kick to the servos. I am absolutely certain I will regret not going above 3 in my "primary" stat, but I just couldn't bear to give up anything else to boost it even to 4 so I look forward to seeing just how badly that bites me in the rear end.

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Lunatic Pathos
May 16, 2004

I shouldn't tell you this but you're the only one I can trust...
Yeah, Droids are the opposite of Humans. They are the ultimate specialists. They can easily get a 4 and a 3, or even 2 4s if they can trade some Obligation/Duty for XP, and everything else is a dump stat. Then they get more starting career/specialization skill points. They will be amazing at whatever they are programmed for and comically bad at anything they are not. This perfectly fits in with the fiction, though. C3PO can talk his way out of anything, including Stormtroopers finding him hiding in a closet. He can convince an entire population to fight and die for him. But he can't even try to fight or sneak or anything else. R2 can repair and slice pretty much anything, but also doesn't contribute much in other ways, in the OT, anyway. Of course, R2 has spend loads of XP over the course of the saga.

FishFood
Apr 1, 2012

Now with brine shrimp!
One thing to remember about EotE is that dump stats are actually really fun to have; failure in this game is entertaining on its own. Some of the most memorable moments in our game were colossal failures, because they keep the story going with more conflict and complications. When our super suave silver-fox diplomat gets charmed by the woman he's trying to schmooze because he has a low Willpower and no Discipline, it only adds to the story and his character.

fool of sound
Oct 10, 2012
Am I missing something or are disruptor weapons more deadly than lightsabers while also being cheaper and more readily available (and ranged, and use an obtainable skill)? Are there any common nerfs or stipulations people attach to them?

One of my players is already asking about them, because he wants a 40k-esque plasma pistol. I was considering treating them as such, and making them generate an automatic Threat when fired and allowing me to spend 3 Threats to cause it to overheat/run out of ammo/break down.

Shrecknet
Jan 2, 2005


fool_of_sound posted:

Am I missing something or are disruptor weapons more deadly than lightsabers while also being cheaper and more readily available (and ranged, and use an obtainable skill)?
Yes, all of this is true

quote:

Are there any common nerfs or stipulations people attach to them?
If anyone catches you with one (from Imperial Moffs down to Wuher at the Mos Eisley cantina), they generally take it from you (and end up killing you when you resist). It's like having a handheld nuclear bomb when everyone knows you're as unstable as North Korea.
Basically as long as your players are on uncivilized worlds hunting Rancors, they can go nuts, but to pull out a Disruptor in front of someone who knows what it is, you'd better kill them and make sure there's no witnesses.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce
It's a toss-up. Lightsabers have Breach, which does a lot more to add raw damage. They have a lower crit rating which means they'll crit a lot more often. Disruptors tend to push out nastier crits in general and of course there's the range advantage. I guess the flip side of this is that lightsabers will only really get you in trouble with the Empire while disruptors will get you in trouble with everyone.

Madurai
Jun 26, 2012

Everblight posted:

Yes, all of this is true
If anyone catches you with one (from Imperial Moffs down to Wuher at the Mos Eisley cantina), they generally take it from you (and end up killing you when you resist). It's like having a handheld nuclear bomb when everyone knows you're as unstable as North Korea.
Basically as long as your players are on uncivilized worlds hunting Rancors, they can go nuts, but to pull out a Disruptor in front of someone who knows what it is, you'd better kill them and make sure there's no witnesses.

An even better solution: don't let them in your campaign in the first place, and send hate mail to Brian Daley.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce

Madurai posted:

An even better solution: don't let them in your campaign in the first place, and send hate mail to Brian Daley.

All you need to do is hit them with one once and they'll be very uninterested in hearing the words "disruptor pistol" in the game again.

fool of sound
Oct 10, 2012

Everblight posted:

If anyone catches you with one (from Imperial Moffs down to Wuher at the Mos Eisley cantina), they generally take it from you (and end up killing you when you resist). It's like having a handheld nuclear bomb when everyone knows you're as unstable as North Korea.
Basically as long as your players are on uncivilized worlds hunting Rancors, they can go nuts, but to pull out a Disruptor in front of someone who knows what it is, you'd better kill them and make sure there's no witnesses.

I understand the balance reasons for telling all my players that, but nothing in the book or setting really indicates that they're anything more than 'illegal'. I'd understand if criminal syndicates took a dim view of other people having them, but I imagine that having a lightsaber, like being obviously force sensitive, it a great way to get every criminal and bounty hunter in the system after you, since the Empire is either going to pay a large bounty or else scour the planet looking for you.

There must be some better way of handling them than 'I will make sure you regret ever picking it up'.

Shrecknet
Jan 2, 2005


fool_of_sound posted:

There must be some better way of handling them than 'I will make sure you regret ever picking it up'.
Don't let your players find them.

If they try asking around, have even the black marketeers turn them in as 'asking dangerous questions'

If they find one, have it not have any charges, and make getting even a single magazine of now-defunct argo-tibanna gas almost impossible to find.

Take a sharpie and redact the entry from the book.

All are good options. Disruptor Pistols and lightsabers occupy a very similar mindspace: used only by the most dangerous and wanted men in the galaxy, people who should probably be shot and definitely be arrested on sight.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


Everblight posted:

Don't let your players find them.

This is really the easiest way. Don't drop them as loot, don't stock them in NPC shops. It's a no brainer if you really must get rid of them.

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


Alternatively: houserule it to have a minor chance to explode on firing. Give the critical wound table a whirl.

Swags
Dec 9, 2006

Madurai posted:

An even better solution: don't let them in your campaign in the first place, and send hate mail to Brian Daley.

He's dead.


I took the opposite route with my players, mostly because I probably only have two or three sessions left. I've found that Edge of the Empire games, unless you have a really strong plot in mind, sort of center around a bunch of lost mooks doing their best to earn a bunch of cash to be less lost and useless. So I just started throwing money at my players. They have amazingly wealthy patrons who always have dangerous missions available, the empire on their tail, a sort of hushed alliance with one corner of Chiss space, and all of the equipment or cash they could ever need. I found that once I took the whole, "This job where you risk your life is worth ONE THOUSAND WHOLE CREDITS!! OMG SO MUCH!!" bullshit out of there and gave them the weapons/armor they wanted, at this point they have no excuse but to go out and do awesome, exciting stuff. Their chance of succeeding might be a little higher, but at this point no one considers them a laughable target; every single person they encounter considers them a viable threat because they're armed to the teeth and willing to do crazy poo poo for crazy poo poo's sake, and not to earn enough money to buy a pistol or whatever.

If one of my players grabbed the disruptor pistol, he'd just become the enemy focus the first time he critted someone to death. That poo poo is scary. But there's no reason not to give it to him, as far as I can see.

fool of sound
Oct 10, 2012
I hate having 'enemy only equipment' and while I don't have a problem flat banning it, I think I'd rather keep it around as a nasty, dangerous, double-edged sword. I'm making disruptors generate an automatic Threat, making 3 Threats cause an overheat/out of ammo, and having Despair make the weapon destroy itself and backfire in a superheated gas explosion. Not to mention making enemies prioritize killing people with disruptors; players certainly would.


Yeah, that's what the ends of campaigns should probably feel like. I did notice that all my players took the ten extra Obligation to not have a laughably small amount of starting money though, so I'm probably just going to tell them to start with 3000 credits and save the Obligation for starting XP if they want it. They also all, of course, spent most or all of their starting XP on stat ups, so I'm considering letting them take two starting careers/specializations instead, with all the benefits thereof, but keeping the skill cap at 2. I'm hoping it will make for well rounded and versatile characters while still leaving plenty of room for growth.

homullus
Mar 27, 2009

fool_of_sound posted:


Yeah, that's what the ends of campaigns should probably feel like. I did notice that all my players took the ten extra Obligation to not have a laughably small amount of starting money though, so I'm probably just going to tell them to start with 3000 credits and save the Obligation for starting XP if they want it. They also all, of course, spent most or all of their starting XP on stat ups, so I'm considering letting them take two starting careers/specializations instead, with all the benefits thereof, but keeping the skill cap at 2. I'm hoping it will make for well rounded and versatile characters while still leaving plenty of room for growth.

Why not just let them start with 200 XP, and tell them they should build them with the starting XP + Obligation and then go from there (so, they can't blow all 200 on characteristics and the starting caps on skills are in place for the first ~100 XP, and then they can add more specializations OR go deeper in the one they love)?

fool of sound
Oct 10, 2012

homullus posted:

Why not just let them start with 200 XP, and tell them they should build them with the starting XP + Obligation and then go from there (so, they can't blow all 200 on characteristics and the starting caps on skills are in place for the first ~100 XP, and then they can add more specializations OR go deeper in the one they love)?

Yeah, could do that instead. Haven't decided yet.

Prefect Six
Mar 27, 2009

Does anyone have XML files for the character creator they might be willing to share?

If this is too close to :filez: I'll delete the post.

-Fish-
Oct 10, 2005

Glub glub.
Glub glub.

Played my first game of Edge of the Empire last night and it was remarkably fun. Players were myself, my wife, and Ryven Cedrylle. I ran a scoundrel/Force exile, wife ran a mechanic/marauder (refluffed as a Matukai trainee), and Ryven ran a Twilek trader/slicer. Our GM was non-goon DarkCyril.


We ended up saving a rebel sympathizing (and a train full of people) from dying in a hover train "accident", caused by a hit an hired by a mafia family she had exposed as also rebel-sympathizing in a poorly planned attempt to get them to go public. We may have killed a gundark at one point (we totally did).

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Anyone had any experience running a large field battle a la Battle of Hoth on this system? I tried to find rules in AoR, and they are scant at best.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Fuzz posted:

Anyone had any experience running a large field battle a la Battle of Hoth on this system? I tried to find rules in AoR, and they are scant at best.

They should be out in one of the next supplements, not that it helps now. For Rebels! I abstracted a lot, and turned a lot of groups into groups of minions which helped a lot.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Elendil004 posted:

They should be out in one of the next supplements, not that it helps now. For Rebels! I abstracted a lot, and turned a lot of groups into groups of minions which helped a lot.

Yeah, I was thinking I'd just set it up such that each PC has a squad, or each squad simply asks as a single unit, then run with that.

Lunatic Pathos
May 16, 2004

I shouldn't tell you this but you're the only one I can trust...
Depends on what you're going for, but if you want it to feel like a Star Wars movie, you don't need to do that. Use the narrative system. Think about the movies. Nobody leads a squad in the movie. Nobody counts how many squad members they've got and how many HPs they have. Just think about what your characters are doing in the battle and use the system.

Yavin: Luke and R2 fly around for a while trying not to get killed. Encounter 1 is flying a few turns against turrets. Encounter 2 is flying a few turns against nameless TIEs. One gets the advantage on Luke and he spends his turn going, "Biggs/Wedge, where are you?" He takes evasive maneuvers and rolls Piloting (Space) to try to line up a shot for his NPC allies. He succeeds, so they blast his tail apart. Encounter 3, trench run. Biggs and Wedge don't have stats. Luke rolls Piloting (Space) each round to try to reach the exhaust port before the TIEs blast him, while taking Aim maneuvers. He rolls a Despair or two and Biggs gets taken out. He fails a roll without Despair and Wedge has to abort. He succeeds, but with some threat, so his stabilizer comes loose. R2 spends his turn trying to fix it, succeeds, but gets a Despair so Vader rolls an attack against him.

Hoth: Luke fights an AT-AT by himself and loses. Dak isn't a PC, he dies when Luke rolls yet another Despair (the GM likes using Dark Side tokens against him), effectively taking out his weapon. We then watch Luke just try to stay alive. Same with Han/Leia/3PO/R2. They just try to survive. No one leads a squad because the outcome of the battle is part of the story. The PCs have an impact, but through whatever they did before the battle, not during.

Endor: Han is ostensibly leading a squad, but they don't roll anything. He uses them for a boost die on a scout trooper. They are then a narrative element, fighting and dying in description while the PCs are just rolling to try to get a door open. When they fail, the GM throws some troopers at them. One hits R2 (probably with a bonus from R2's threat) and then one hits Leia, but they win the small fight. The GM continues to describe the battle. Chewbacca, meanwhile, has declared that he's going to try to capture an AT-ST with the help of some Ewok NPCs, who probably just add some boost dice to Chewie's efforts, or he rolls Leadership to get his plan, using them, to work.

Death Star II: This is the closest it comes to leading a squad. Lando and Nien Nunb pilot the Falcon through the battle along with Wedge, who's now a PC. Realizing the shields are still up, he has to survive enough turns for them to come down. The GM is describing his squad getting taken apart, though, so Lando issues orders, "Get in close to those Star Destroyers!" and rolls Leadership. He rolls well enough and the GM describes the nimble starfighters zipping around and using the destroyers as cover. His squad is now dying less slowly. NPC Ackbar declares that they cannot repel firepower of that magnitude, and Lando makes another plan and rolls Leadership, etc. When the shields go down, he starts his attack run, and gives orders to hold them off. He rolls Leadership again and gets like 3 Triumphs or something, and the GM grins and says, "I've got an idea" and later during the attack run, he describes Arvel vs. the Super Star Destroyer. Lando also uses Leadership to get some of his escort to lead a few TIEs away from him, successfully. He and Wedge roll well to avoid crashing, while aiming, and blasting the reactor.

Squads are narrative elements. They achieve tasks when you tell them what to do and roll Leadership or whatever's appropriate. If what you ask is impossible, the difficulty of getting them to achieve it goes up. Maybe you can win the battle of Hoth by giving a speech about holding the line and succeeding against 3 Challenge and 2 Difficulty dice, but more likely you can hold the line long enough to get your personnel out, and then focus on the details of what you do to survive the battle, or the clever thing you do that creates an opportunity for the squad to do their thing, described narratively.

Don't track squads like they're characters. They're active scenery, their fates dictated by the needs of the story, their direct manipulation through PC skills, or, sometimes, as the narrative component that describes what the dice say (advantage, threat, triumph, despair). That's my take, anyway.

Lunatic Pathos fucked around with this message at 15:55 on Jul 1, 2014

alg
Mar 14, 2007

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

Why release Age of Rebellion over July 4th, FFG :negative:

homullus
Mar 27, 2009

alg posted:

Why release Age of Rebellion over July 4th, FFG :negative:

We all have the long weekend to read it!

Bedurndurn
Dec 4, 2008

alg posted:

Why release Age of Rebellion over July 4th, FFG :negative:

Declare your independence from the Empire?

Madurai
Jun 26, 2012

Bedurndurn posted:

Declare your independence from the Empire?

Or use fireworks as your orbital bombardment soundtrack.

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 man the GM screen adventure is about crazy droids again :allears:

Edit: omfg at the Alderaan page in the galaxy chapter.

Also, so many Y-wings :allears:

Edit 2: oh my god you guys there is a Trandoshan wearing a monocle in here

alg fucked around with this message at 23:46 on Jul 4, 2014

Madurai
Jun 26, 2012

Fuzz posted:

Yeah, I was thinking I'd just set it up such that each PC has a squad, or each squad simply asks as a single unit, then run with that.

Another benefit of the GM Screen: Squad rules in the back of the included adventure module.

alg
Mar 14, 2007

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

Madurai posted:

Another benefit of the GM Screen: Squad rules in the back of the included adventure module.

They are really, really poorly put together. I'm kind of surprised FFG let them out the door like that.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
I'm insanely jealous of all you people with the new core book already :(

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


I don't think we get it in Australia until August. :(

Gravy Train Robber
Sep 15, 2007

by zen death robot

jivjov posted:

I'm insanely jealous of all you people with the new core book already :(

Me too :(

No idea when it'll be available here in HK without having to pay an arm and a leg for shipping. The shop I normally get stuff from doesn't even have it up for preorder.

Servetus
Apr 1, 2010

Fuzz posted:

Anyone had any experience running a large field battle a la Battle of Hoth on this system? I tried to find rules in AoR, and they are scant at best.

There is a sample large Battle in the Operation Shadowpoint module, available free off the FFG site.

http://www.fantasyflightgames.com/edge_news.asp?eidn=4784

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=254&esem=4

Madurai
Jun 26, 2012

The more I fool around with the combat system, the more I think that every weapon ought to have Vicious at a rating equal to how ever much damage made it through defenses.

Traxus IV
Sep 11, 2001

it's our time now
let's get this shit started


Just finished running the beginner's Edge of the Empire adventure for my first time ever GMing anything and it was a blast. The instant my group of three hit the cantina the Wookiee started a bar brawl to distract pursuit, the droid clambered over the bar and went into standby mode to blend in with all the junk piled up near the storage closet, and the smuggler attempted to hit on the dancer but instead managed to be so repulsive she didn't even try to stop him from running backstage to hide. Pash's failures with women became a character quirk that came up a couple more times (he had to be physically restrained from interacting with the Spaceport Control lady lest he ruin their otherwise stealthy encounter with yet another horrifically botched pickup line), which was awesome to see his player include since she has a tendency to shy away from roleplaying in the other game we play together.

I'm pretty sure I hosed up the rules really bad in a couple places for combat - particularly the ship combat - but it was a lot of fun to throw my hands up and just go with whatever seemed coolest most of the time and my players really got into that style of play. They had some really great ideas for getting around the obstacles the adventure put in their way and I did my best to make sure they all contributed towards their collective successes. They all really want to play it again and I'm super happy they had such a good time; Vex's player said that the game made her want to go watch the movies again, which I took to be high praise for EotE. I could gush about all the cool poo poo they did forever but really I just wanted to share how well everything went, the system was super simple for them to pick up and play and they really enjoyed the dynamics of it all.

During the evening they decided that Game Master wasn't a good enough title for me and so I was instead dubbed "Starlord" :3:

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


If anyone's in a strange place (like Australia), Book Depository has the Age of Rebellion Core Rulebook for a very reasonable price ($46.95AUD) here.

I usually takes between one and two weeks for books to arrive to where I live (Tasmania).

They've also got the GM screen here.

The Narrator
Aug 11, 2011

bernie would have won

Endman posted:

If anyone's in a strange place (like Australia), Book Depository has the Age of Rebellion Core Rulebook for a very reasonable price ($46.95AUD) here.

I usually takes between one and two weeks for books to arrive to where I live (Tasmania).

They've also got the GM screen here.

Phoneposting so I'm not sure where to check; do you know how long this sale's on for? I'm going to get the core EotE book + beginner game for my birthday hopefully, but at the discounted price I'm considering picking up one of the dice packs while they're cheap ahead of time.

Ramba Ral
Feb 18, 2009

"The basis of the Juche Idea is that man is the master of all things and the decisive factor in everything."
- Kim Il-Sung
Well, I got the core book and GM screen for Age of Rebellion. Thumbing through the thing, as I been wanting to do a Star Wars RPG for a while now and figure it be fun.

I got some of my players interested in it and they want to try it out so I just need to really settle down and figure out what'll be a fun opening scenario for a bunch of Imperial Commandos. Any fun suggestions for an opening act?

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


The Narrator posted:

Phoneposting so I'm not sure where to check; do you know how long this sale's on for? I'm going to get the core EotE book + beginner game for my birthday hopefully, but at the discounted price I'm considering picking up one of the dice packs while they're cheap ahead of time.

It's hard to say how long discounts last on Book Depository, I'd guess at a week maybe?

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MonsieurChoc
Oct 12, 2013

Every species can smell its own extinction.

Traxus IV posted:

Just finished running the beginner's Edge of the Empire adventure for my first time ever GMing anything and it was a blast. The instant my group of three hit the cantina the Wookiee started a bar brawl to distract pursuit, the droid clambered over the bar and went into standby mode to blend in with all the junk piled up near the storage closet, and the smuggler attempted to hit on the dancer but instead managed to be so repulsive she didn't even try to stop him from running backstage to hide. Pash's failures with women became a character quirk that came up a couple more times (he had to be physically restrained from interacting with the Spaceport Control lady lest he ruin their otherwise stealthy encounter with yet another horrifically botched pickup line), which was awesome to see his player include since she has a tendency to shy away from roleplaying in the other game we play together.

I'm pretty sure I hosed up the rules really bad in a couple places for combat - particularly the ship combat - but it was a lot of fun to throw my hands up and just go with whatever seemed coolest most of the time and my players really got into that style of play. They had some really great ideas for getting around the obstacles the adventure put in their way and I did my best to make sure they all contributed towards their collective successes. They all really want to play it again and I'm super happy they had such a good time; Vex's player said that the game made her want to go watch the movies again, which I took to be high praise for EotE. I could gush about all the cool poo poo they did forever but really I just wanted to share how well everything went, the system was super simple for them to pick up and play and they really enjoyed the dynamics of it all.

During the evening they decided that Game Master wasn't a good enough title for me and so I was instead dubbed "Starlord" :3:

SO what you're saying is you played it completely right?

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