Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Shrecknet
Jan 2, 2005


Starting an Edge of the Empire game this Sunday, wanted to make "trade" a part of the game, with a little minigame rolled up in it. How does this sound:

-Six kinds of goods (food, medicine, clothing, luxuries, weapons (restricted) and drugs (illegal))

-Can be purchased in batches of 100 credits on first planet.

-On touchdown with a new planet, roll 6d6 (blanks that I can write on), one for each category, with two blank sides, one -, one --, one +, one ++.

-Goods sell for premium or cheap based on die roll while on-planet

-obviously story can influence this


Just give a little more heft to "you are smugglers/traders, make it worth something"

Thoughts?

Also, question: What's the best book (other than the core) for monsters? I always thought the main problem with EotE is cool monster stat blocks, and the monsters in the back of the book are horrid, ten different kinds of "mooks with a 2 in everything" and too many Imperial Governors who were never meant to fight in a laserblast shootout.

Shrecknet fucked around with this message at 23:38 on Dec 12, 2014

Adbot
ADBOT LOVES YOU

homullus
Mar 27, 2009

Everblight posted:

Starting an Edge of the Empire game this Sunday, wanted to make "trade" a part of the game, with a little minigame rolled up in it. How does this sound:

-Six kinds of goods (food, medicine, clothing, luxuries, weapons (restricted) and drugs (illegal))

-Can be purchased in batches of 100 credits on first planet.

-On touchdown with a new planet, roll 6d6 (blanks that I can write on), one for each category, with two blank sides, one -, one --, one +, one ++.

-Goods sell for premium or cheap based on die roll while on-planet

-obviously story can influence this


Just give a little more heft to "you are smugglers/traders, make it worth something"

Thoughts?

Also, question: What's the best book (other than the core) for monsters? I always thought the main problem with EotE is cool monster stat blocks, and the monsters in the back of the book are horrid, ten different kinds of "mooks with a 2 in everything" and too many Imperial Governors who were never meant to fight in a laserblast shootout.

Keep in mind there actually rules for trading in the Core Rulebook. The drugs even have listings for single doses and larger batches.

Shrecknet
Jan 2, 2005


homullus posted:

Keep in mind there actually rules for trading in the Core Rulebook. The drugs even have listings for single doses and larger batches.

I know there's a listing for drugs under gear. But I can't find anything about trading or smuggling, at least in terms of an interesting, vibrant economy. Care to cite a page?

Gravy Train Robber
Sep 15, 2007

by zen death robot
The planet entries in all the books also list common imports and exports, which is a good starting point for fleshing out some of their trade jobs. I haven't looked at the EotE book in a while though so I'm not sure about whether there are trading rules in there. Personally I'd handle it less mechanically and treat it as its own fleshed out narrative. If the characters know a good is a valuable export, they can try to get it off world and avoid duties, and sell it to an interested party somewhere its needed. Throw some obstacles in the path, and suddenly its something that can provide for a whole session. Codifying it makes it consistent, but I also feel like maybe its the sort of shady activity where it shouldn't consistent. It should be dangerous, and involve a lot of negotiation rather than having set values to sell to NPCs.

homullus
Mar 27, 2009

Everblight posted:

I know there's a listing for drugs under gear. But I can't find anything about trading or smuggling, at least in terms of an interesting, vibrant economy. Care to cite a page?

You want "The Black Market" and "Selling and Trading", both on page 150 of the Edge of the Empire Core Rulebook.

Arcturas
Mar 30, 2011

Trading and selling are a little weird, though, so you might want to run some simulations on your own to see how well it would work for the players. (Also, you might use your simulation to determine the number of setback dice or something on trade attempts, so that a player's attempt to buy/sell is affected both by the quality of the merchant they're dealing with and the rarity of the goods (difficulty), and by the current market conditions (setbacks and/or difficulty and/or transitions to the big evil dice that I can't remember the name of).

TheTofuShop
Aug 28, 2009

Everblight posted:

Also, question: What's the best book (other than the core) for monsters? I always thought the main problem with EotE is cool monster stat blocks, and the monsters in the back of the book are horrid, ten different kinds of "mooks with a 2 in everything" and too many Imperial Governors who were never meant to fight in a laserblast shootout.

The Suns of Fortune book has some cool creatures and stuff when they describe the Corellian system & sector, that might be a good place to start.

Shrecknet
Jan 2, 2005


Arcturas posted:

Trading and selling are a little weird, though, so you might want to run some simulations on your own to see how well it would work for the players. (Also, you might use your simulation to determine the number of setback dice or something on trade attempts, so that a player's attempt to buy/sell is affected both by the quality of the merchant they're dealing with and the rarity of the goods (difficulty), and by the current market conditions (setbacks and/or difficulty and/or transitions to the big evil dice that I can't remember the name of).

OK, given this some more thought. I think there's something there if you also link the volatility to the cargo size per $100 of product, since ship cargo holds are not infinite. So

Drugs: 1 Encumbrance/100 Credits
Weapons: 2 Enc
Medicine: 3 Enc
Luxuries: 4 Enc
Food: 5 Enc
Materials: 6 Enc

and then adjust the dies accordingly. Food and Materials/Ores will always be in demand, they may not have a (- -) die side; but they take up 6 slots for their 100 credits worth, so when you sell you're just breaking even or a little ahead without good negotiating at both ends. Plus you're sitting on dead money waiting for that (+ +) face to come up to not just break even.

I like the suggestion in the book that extra setback dice mean that no one's buying, while Despair means you've been caught. Plus you can modify diff based on sector (Core Worlds, +diff to weapons, Outer Rim, +diff to luxuries). if I do come up with a full system, I'll post it here for yall.

VoidTek
Jul 30, 2002

HAPPYELF WAS RIGHT
I'm probably taking the plunge into running my own game soon after a few games of just being a player, and there's something that either I can't find or maybe just don't understand in the rulebook. Is there anything that really tells you how to actually build encounters? Maybe I was just hoping for some kind of 4E style xp budget, or even a challenge rating thing, but it just seems to be a big list of various mooks and a couple of sentences on how these NPC's are weaker than a PC, while these will be on par with one, but I can't really see how it all comes together. Are you meant to just kind of wing it, maybe fudge things a bit based on how dice get interpreted, and rely on the narrative to get you through? So far my players seem to all be building towards social and situational skills rather than combat, but I feel like it's not Star Wars if there aren't at least a couple spontaneous blaster fights and I don't want to overwhelm them by putting together an encounter they can't deal with.

homullus
Mar 27, 2009

Judgement posted:

I'm probably taking the plunge into running my own game soon after a few games of just being a player, and there's something that either I can't find or maybe just don't understand in the rulebook. Is there anything that really tells you how to actually build encounters? Maybe I was just hoping for some kind of 4E style xp budget, or even a challenge rating thing, but it just seems to be a big list of various mooks and a couple of sentences on how these NPC's are weaker than a PC, while these will be on par with one, but I can't really see how it all comes together. Are you meant to just kind of wing it, maybe fudge things a bit based on how dice get interpreted, and rely on the narrative to get you through? So far my players seem to all be building towards social and situational skills rather than combat, but I feel like it's not Star Wars if there aren't at least a couple spontaneous blaster fights and I don't want to overwhelm them by putting together an encounter they can't deal with.

Encounter building is "start your party out against really easy opponents and then start using harder ones once those are trivial." If the party is mostly social, regular bad dudes with 2 Agility and a rank in Ranged can be plenty challenging, since you can spend Destiny points to upgrade their combat checks.

KJDavid
Nov 22, 2013

My other avatar is a pocke-thingy.
Range also makes a big difference. A trio of snipers is going to give a team of melee specialists fits, and vice versa when the tables are turned.

Lots of Stormtroopers are pretty much always dangerous. Seriously, they are.

alg
Mar 14, 2007

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

Judgement posted:

I'm probably taking the plunge into running my own game soon after a few games of just being a player, and there's something that either I can't find or maybe just don't understand in the rulebook. Is there anything that really tells you how to actually build encounters? Maybe I was just hoping for some kind of 4E style xp budget, or even a challenge rating thing, but it just seems to be a big list of various mooks and a couple of sentences on how these NPC's are weaker than a PC, while these will be on par with one, but I can't really see how it all comes together. Are you meant to just kind of wing it, maybe fudge things a bit based on how dice get interpreted, and rely on the narrative to get you through? So far my players seem to all be building towards social and situational skills rather than combat, but I feel like it's not Star Wars if there aren't at least a couple spontaneous blaster fights and I don't want to overwhelm them by putting together an encounter they can't deal with.

I'm not sure which book you are using. In EotE, page 305 there are a few tips. Mostly - do the dice on an NPC look similar in number to your party? He will be a fair fight. Now add in some minions and rivals and you are good to go.

Same discussion is on page 333 in AoR.

What I found to work is to run a few easy encounters first to see how your party handles them. Gunfire in this game is tricky because your party can have a Trandoshan in armor with talents that has a soak of 8 alongside a Mon Calamari Doctor with heavy clothing with a soak of 2. I just think of the story when I'm running combats. It's not that interesting for the Doctor to get downed every single combat.

By the same token, my players love getting critical injuries that stick with them. Ie. getting mangled by a mad Wookiee and having a scar on their face, or cybernetic limbs. It just depends on your party.

VoidTek
Jul 30, 2002

HAPPYELF WAS RIGHT
Should it be something like a one-to-one of NPC slots and PC slots, with minions being put into one of those slots if I want to make the fight seem more swarmy? Or is even that overthinking things? I have a feeling it's probably just a mentality thing on my end and I should be worrying about it less and just experimenting more once we actually hit play.

Fortunately for my players, I do already know to be careful with the Stormtroopers after my own droid took a single carbine shot to the chest that nearly blew him to bits in Escape From Mos Shuuta.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I have some of the same worries since my party is made up of mostly non-combatants, but the way I intend to handle combat encounters that end up being too hard for my players is to offer them ways to escape combat entirely if they get in over their heads. If they end up getting overwhelmed I'd prefer to give them options for running away from or talking their way out of the encounter rather than having to wipe out all the enemies.

I feel like throwing truly deadly adversaries at non-combatants still affords them an opportunity to roleplay pretty well if they're trying to do something other than take them head on, so long as they're not cornered. After all, if they wanted to butt heads all the time, why didn't they shift their character's focus more towards doing that? When trash-talking the scary bounty hunter fails miserably for the fast-talking politico, running away is probably pretty in-character rather than having to take him down with force.

Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!

Judgement posted:

Should it be something like a one-to-one of NPC slots and PC slots, with minions being put into one of those slots if I want to make the fight seem more swarmy? Or is even that overthinking things? I have a feeling it's probably just a mentality thing on my end and I should be worrying about it less and just experimenting more once we actually hit play.

Fortunately for my players, I do already know to be careful with the Stormtroopers after my own droid took a single carbine shot to the chest that nearly blew him to bits in Escape From Mos Shuuta.

It depends how challenging you want to encounter and the group composition. A 1 to 1 ratio of mooks to players will be a road bump for most groups but two to one might be difficult for some groups. The best way is to maybe go with one NPC and a mook to start with and see how it goes. That will set a benchmark and you can go from their.

Comeing from d&d the lack of hard and fast challenge ratings can be difficult to get to grips with but taking the previouse posters point of always give your players a get out if they need to can help if you accidentally over do an encounter.

homullus
Mar 27, 2009

Baron Fuzzlewhack posted:



I feel like throwing truly deadly adversaries at non-combatants still affords them an opportunity to roleplay pretty well if they're trying to do something other than take them head on, so long as they're not cornered. After all, if they wanted to butt heads all the time, why didn't they shift their character's focus more towards doing that? When trash-talking the scary bounty hunter fails miserably for the fast-talking politico, running away is probably pretty in-character rather than having to take him down with force.

Just be careful. A lucky shot can hit really hard. A regular blaster rifle with a good roll can drop a new character in one hit.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
Given the player I had in mind in that example, he'd probably deserve and relish it. But that is good to know, I'll have to keep it in mind.

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

Baron Fuzzlewhack posted:

I feel like throwing truly deadly adversaries at non-combatants still affords them an opportunity to roleplay pretty well if they're trying to do something other than take them head on, so long as they're not cornered. After all, if they wanted to butt heads all the time, why didn't they shift their character's focus more towards doing that? When trash-talking the scary bounty hunter fails miserably for the fast-talking politico, running away is probably pretty in-character rather than having to take him down with force.

This is a pretty good system in which to be a non-combatant, because the Boost die gives a very simple way to help your combatants. Maybe a Success on a technical roll to identify your opponent’s weapon gives you its stats: Advantage reveals a flaw in its design that lets you pass a Boost die to someone else.

homullus
Mar 27, 2009

It occurred to me that Destiny Points could be used like a combination of the progress trackers and the party sheet from Warhammer Fantasy Roleplay 3e. In addition to the normal spending, the GM could start with most/all light side points, and turn them dark as time runs out for whatever it is the party is trying to accomplish. You'd want to keep in mind how many you've turned dark due to added pressure and how many are dark because they'd spent them (and freely spend in any case), but it could give the players a little additional pressure. Too crazy?

Excelsiortothemax
Sep 9, 2006
Too confusing. If you need a timer just use one or keep giving the players larger amounts of setback dice representing the pressure they are under.

homullus
Mar 27, 2009

Excelsiortothemax posted:

Too confusing. If you need a timer just use one or keep giving the players larger amounts of setback dice representing the pressure they are under.

That's definitely another idea. On the other hand, it puts far more mechanical pressure on them -- losing access to Destiny Points doesn't make every roll worse, while adding progressively more setback dice does.

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
That might also allow for some of your players' "remove X number of setback dice" talents to become more useful, so it's worth keeping in mind how many of those talents are floating around in the party.

homullus
Mar 27, 2009

Baron Fuzzlewhack posted:

That might also allow for some of your players' "remove X number of setback dice" talents to become more useful, so it's worth keeping in mind how many of those talents are floating around in the party.

I like this Setback dice idea more now. Much more. This is excellent.

alg
Mar 14, 2007

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

Baron Fuzzlewhack posted:

That might also allow for some of your players' "remove X number of setback dice" talents to become more useful, so it's worth keeping in mind how many of those talents are floating around in the party.

I would absolutely use setback dice for just this reason, beside the simplicity.

Ragtime Cthulhu
Dec 11, 2014
Gotta love the Boost and Setback dice, especially when your players start suggesting uses for them: "Shouldn't I get a Boost die because she used to be my lover?" "Shouldn't he get a Setback die because he used to be her lover?" Throw in both, they don't cancel out!

Incidentally, has anybody tried using RAW for social encounters? I am really hesitant to employ them due to a Hutt's 6 Willpower abd other such insanity.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
Hey, just curious if I'm right about this. I only own Edge of the Empire, but I'm wondering if I'm wrong in thinking that EotE is about play Han and Chewbacca before Episode 4, AoR is about playing Episode 5 Lelia, Han, and Chewbacca, and F&D is about playing Episode 4 Obi Wan and Episode 5&6 Luke?

Also, how cross-compatible are these games? Like, it's mentioned they can be, but how well does it actually work out?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Covok posted:

Hey, just curious if I'm right about this. I only own Edge of the Empire, but I'm wondering if I'm wrong in thinking that EotE is about play Han and Chewbacca before Episode 4, AoR is about playing Episode 5 Lelia, Han, and Chewbacca, and F&D is about playing Episode 4 Obi Wan and Episode 5&6 Luke?

Also, how cross-compatible are these games? Like, it's mentioned they can be, but how well does it actually work out?

The exact timeframes really don't matter all that much; I mean, all the fluff is geared toward "right around the OT movies" time, but other than what government controls what planet, not much is really gonna change.

As for cross compatibility, everything works pretty much perfectly together, up to and including a mixed party of Force-users and non-Force-users. The only concern is that each game line has a unique character mechanic. (Obligation, Duty, or Morality). I recommend sticking with a single one of those, based on what the tone of your campaign is; the bookkeeping of running multiples just isn't worth it.

Shrecknet
Jan 2, 2005


jivjov posted:

The exact timeframes really don't matter all that much; I mean, all the fluff is geared toward "right around the OT movies" time, but other than what government controls what planet, not much is really gonna change.

As for cross compatibility, everything works pretty much perfectly together, up to and including a mixed party of Force-users and non-Force-users. The only concern is that each game line has a unique character mechanic. (Obligation, Duty, or Morality). I recommend sticking with a single one of those, based on what the tone of your campaign is; the bookkeeping of running multiples just isn't worth it.

Counterpoint: Much like every other game, don't mix wizards and non-wizards, even space wizards and space non-wizards. I would say EotE and AoR play really nice together, but leave F&D out or make an all-jedi team.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.

jivjov posted:

The exact timeframes really don't matter all that much; I mean, all the fluff is geared toward "right around the OT movies" time, but other than what government controls what planet, not much is really gonna change.

As for cross compatibility, everything works pretty much perfectly together, up to and including a mixed party of Force-users and non-Force-users. The only concern is that each game line has a unique character mechanic. (Obligation, Duty, or Morality). I recommend sticking with a single one of those, based on what the tone of your campaign is; the bookkeeping of running multiples just isn't worth it.

I meant more "in feeling" not in time frame. So, you're playing a character like Han and Chewbacca as they were in that point in their character arc in EotE, not that you're playing in pre-episode 4 time frame.

Everblight posted:

Counterpoint: Much like every other game, don't mix wizards and non-wizards, even space wizards and space non-wizards. I would say EotE and AoR play really nice together, but leave F&D out or make an all-jedi team.
What are your feelings on the force sensitive specialization in EotE?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Everblight posted:

Counterpoint: Much like every other game, don't mix wizards and non-wizards, even space wizards and space non-wizards. I would say EotE and AoR play really nice together, but leave F&D out or make an all-jedi team.

Got any reasons why? The only issue I've seen is that if you start creeping up into really high XP areas, you can have some characters with insane Force powers...but the talents and such of non-force users are pretty wild too.


Covok posted:

I meant more "in feeling" not in time frame. So, you're playing a character like Han and Chewbacca as they were in that point in their character arc in EotE, not that you're playing in pre-episode 4 time frame.

What are your feelings on the force sensitive specialization in EotE?

Ohh, yeah, EotE is the fringers and smugglers, AoR is soliders and spies, F&D is Jedi.

Bedurndurn
Dec 4, 2008
I don't think the force and non-force party is as bad as mixing combat-focused characters with non-combatants. The EotE classes are especially bad in that regard since so many of them don't even get any combat capability at all. If you combine that with an Agility of 2, you've got a character that's always going to stick out if the party's combatants are shooters or stabbers with a 4 or so in their relevant stats.

Covok
May 27, 2013

Yet where is that woman now? Tell me, in what heave does she reside? None of them. Because no God bothered to listen or care. If that is what you think it means to be a God, then you and all your teachings are welcome to do as that poor women did. And vanish from these realms forever.
So, does the Force Sensitive Exile only have access to the force powers in their own book or can they take from any force powers that may pop-up in other books like, presumably, AoR? If so, that wouldn't be good balance-wise.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Covok posted:

So, does the Force Sensitive Exile only have access to the force powers in their own book or can they take from any force powers that may pop-up in other books like, presumably, AoR? If so, that wouldn't be good balance-wise.

From what I understand, as long as you have the required Force Rating, you can take any power you want, and since Exile gives you FR 1, you're golden.

Lemon-Lime
Aug 6, 2009

Covok posted:

I'm wondering if I'm wrong in thinking that EotE is about play Han and Chewbacca before Episode 4, AoR is about playing Episode 5 Leia, Han, and Chewbacca

It's based on the EU, so none of those, really. EotE is about playing small-time criminals in the gritty world of Outer Rim crime, where every PC has drug addiction or crippling debts and a criminal record. You can be heroic, but the default assumption is you're motivated primarily by making a profit. It's like playing the bar patrons in the Mos Eisley cantina.

AoR is about playing Alliance commandos/spies in the aftermath of the Battle of Yavin, when the Alliance has a bit more breathing room to actually fight the Empire in the Outer Rim instead of only ever doing things stealthily. It's still gritty, but this time you're playing professional terrorists trying to overthrow the Empire. In theory, it should be more combat-heavy than EotE, but the game system being what it is I've found that AoR tends to work better if you play it closer to how EotE is played (i.e. you're breaking the law, you just do it for ideological motives) instead of having the mass battles and spaceship battles the game flavour wants you to have.

homullus
Mar 27, 2009

jivjov posted:



The only concern is that each game line has a unique character mechanic. (Obligation, Duty, or Morality). I recommend sticking with a single one of those, based on what the tone of your campaign is; the bookkeeping of running multiples just isn't worth it.

I don't agree with this. They are not confusing mechanics, they do not overlap, and they change far less per session than strain or wounds. Obligation and Duty don't even necessarily change within a session. You can totally decide your Rebels don't have a past that's haunting them -- don't use Obligation, then! A past haunting you is the reason to use it! -- but having the two does a good job of modeling Han Solo's transition from zero to hero, for example.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Oh yeah, I think they work really well together, but for a new GM, I would recommend just rolling with one of the mechanics. If you're experienced enough as a GM to roll with having someone's Obligation and someone else's Duty trigger during the same session, then go for it.

Shrecknet
Jan 2, 2005


So our CharGen session went well, we have six players with likely a player a session missing for various reasons, meaning their character "stays on the ship to guard it"

Question: One player is a Colonist/Doctor, and is an ex-Imperial Navy sawbones. She wants her weapon to be, like, hypo-sprays of various poisons. Poisons are very vague in the main book, so what we did was say she needs to make a Melee roll with her stimpak to get close enough to inject the poison, and I'm stealing the "Rule of Three" from Rogue Trader that she starts each away mission with 3 doses of each poison (and I made her buy 3-dose batches of the two she wanted at CharGen), and if she wants to take more on a particular away mission, she has to pay the per-dose amount before leaving the ship (as it represents consuming extra mats or whatever).

Will this work?

alg
Mar 14, 2007

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

It will probably work but she will quickly tire of running into melee range, missing a melee roll, then getting smacked by various large enemies. I would just give her a dart gun with an allotment of ammo that has the damage/range of a holdout blaster with additional effects from the poisons.

homullus
Mar 27, 2009

Everblight posted:

So our CharGen session went well, we have six players with likely a player a session missing for various reasons, meaning their character "stays on the ship to guard it"

Question: One player is a Colonist/Doctor, and is an ex-Imperial Navy sawbones. She wants her weapon to be, like, hypo-sprays of various poisons. Poisons are very vague in the main book, so what we did was say she needs to make a Melee roll with her stimpak to get close enough to inject the poison, and I'm stealing the "Rule of Three" from Rogue Trader that she starts each away mission with 3 doses of each poison (and I made her buy 3-dose batches of the two she wanted at CharGen), and if she wants to take more on a particular away mission, she has to pay the per-dose amount before leaving the ship (as it represents consuming extra mats or whatever).

Will this work?

Or just encourage her to get the Pressure Point Talent and say that the massive strain damage bypassing soak is the chems.

Adbot
ADBOT LOVES YOU

Baron Fuzzlewhack
Sep 22, 2010

ALIVE ENOUGH TO DIE
I agree with alg on the dartgun idea, that will probably work better in combat unless the character is already partly focused on melee. But the idea itself is pretty great, and something similar came up came up when my group played the beginner box: the droid doctor hopped the bar at the cantina, tranq'd the bartender, grabbed a rag, and pretended to be the new barkeep. I think I made him do a Medicine check instead of a Melee check just so he'd have a better chance at succeeding (I really wanted to see it happen) so consider the same for your Doctor character.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply