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Fly Casual just got to my FLGS. They must have written that article explaining...well I don't know. Maybe they don't want us SWLCG players to further develop our complex
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# ? Feb 19, 2015 20:41 |
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# ? May 10, 2024 09:58 |
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Yeah my FLGS is fairly certain they just got it too. They have to go through 2-day-late comics before they get to the FFG boxes, but if they have it, I'm getting it tonight.
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# ? Feb 19, 2015 21:59 |
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VT-49 Decimator and Assault Gunboat are in this
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# ? Feb 19, 2015 23:26 |
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Just got the call; on my way to pick up Fly Casual right now! Looks like some other goons have it, but if anyone wants me to drop SICK DETAILS when I get back with it, post a wishlist.
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# ? Feb 19, 2015 23:30 |
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alg posted:VT-49 Decimator and Assault Gunboat are in this The Cygnus Starworks Alpha-class Xg-1 Star Wing?! HELL YEAH
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# ? Feb 19, 2015 23:32 |
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This gives me hope about the gunboat being in X-Wing now
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# ? Feb 19, 2015 23:32 |
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There is so much good art in this book. Best of any splatbook yet. God drat FFG
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# ? Feb 19, 2015 23:38 |
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alg posted:There is so much good art in this book. Best of any splatbook yet. God drat FFG Don't tell me this while I'm stuck in a highway standstill on the way to my FLGS
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# ? Feb 19, 2015 23:50 |
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alg posted:VT-49 Decimator and Assault Gunboat are in this
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# ? Feb 19, 2015 23:57 |
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Now I'm really upset I live in the arse end of nowhere. God drat it, FFG.
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# ? Feb 19, 2015 23:58 |
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alg posted:VT-49 Decimator and Assault Gunboat are in this Oh my god yes! The Assault Gunboat is in. This is great news.
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# ? Feb 20, 2015 01:33 |
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Which ships are available for a starting Edge party?
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# ? Feb 20, 2015 03:00 |
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In addition to everyone's favorite Assault Gunboat, this book also has statblocks for Interdictors and Golan Is. Amazing. Also punch daggers and vibrorapiers. I love Star Wars.
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# ? Feb 20, 2015 03:09 |
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Tell me about the talky smuggler, the scoundrel was a huge disappointment.
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# ? Feb 20, 2015 03:43 |
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LightWarden posted:Tell me about the talky smuggler, the scoundrel was a huge disappointment. Brand new talents on the Charmer tree include:
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# ? Feb 20, 2015 03:49 |
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With Disarming Smile it turns out that love can bloom on the battlefield.
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# ? Feb 20, 2015 04:03 |
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Congenial was also a performer talent, but sounds fun. How do Falleen work?
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# ? Feb 20, 2015 04:05 |
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LightWarden posted:Congenial was also a performer talent, but sounds fun. How do Falleen work? 1/2/2/2/2/3 Start with one rank in Charm, Once per check a Faleen can take 2 strain to upgrade the ability of a Charm/Deception/Negotiation check against a living sentient being, unless they have on breath masks or something.
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# ? Feb 20, 2015 04:12 |
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I've got the starter set for Age of Rebellion and I'm looking to run through it with three or four people this weekend. Any idea on roughly how long it takes to run through the story included?
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# ? Feb 20, 2015 15:22 |
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Batroid posted:I've got the starter set for Age of Rebellion and I'm looking to run through it with three or four people this weekend. Any idea on roughly how long it takes to run through the story included? Probably 5 hours at the most, potentially a lot less based on the choices they make and how quickly they pick up game mechanics. I've run it at a game store for newbies in less time.
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# ? Feb 20, 2015 15:32 |
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Need some campaign help, I wrote myself into a corner. I was counting on them boarding a Corellian Corvette that was adrift (I thought salvage rights would entice them), but after the captain exclaimed "Have any of you actually seen a holovid before?" they decided instead to follow a treasure map to Wild Space because apparently Indiana Jones is less scary than Event Horizon Anyway, the last session ended with them in front of a giant, vine-covered Ziggurat, with their ship landed on a cracked landing platform with painting using an ancient language that the Toydarian archaeologist identified as "from the Old Republic, between 20 and 4000 years old" So here's the question: What should be in that ziggurat, and what would be the awesomest way to tell a straight-up dungeon delve story in Star Wars?
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# ? Feb 23, 2015 18:44 |
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Sith Tomb full of traps?
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# ? Feb 23, 2015 18:48 |
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Flame112 posted:Sith Tomb full of traps? And at the heart, a Sith lord frozen in carbonite!
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# ? Feb 23, 2015 18:49 |
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Everblight posted:What should be in that ziggurat, and what would be the awesomest way to tell a straight-up dungeon delve story in Star Wars? Just have them start talking about rumors about this ziggurat they each heard. One of the players can say that it can be a storehouse of all sorts of Sith Artifacts, the other can talk about all the treasures looted from core worlds, and the third can choose whatever. You have your players in a way tell you what's inside that Ziggurat. If they are all greedy, then they are going to have to outsmart 4,000+ year old computer systems and try to figure out how to work it for the fat chance of riches beyond their imagination.
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# ? Feb 23, 2015 18:50 |
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Flame112 posted:Sith Tomb full of traps? Is there a book or website that has a list of traps/puzzle ideas that function in the framework of non-binary success using the FFG dice system? I do like the idea of their first real encounter with a force-user being an unpleasant one. I'm thinking Prometheus-style, "he wakes up and rips the head off the droid" cranky unfrozen Sith lord.
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# ? Feb 23, 2015 18:55 |
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Everblight posted:Is there a book or website that has a list of traps/puzzle ideas that function in the framework of non-binary success using the FFG dice system? Threats and despairs sets of traps of various kinds, while advantages can be spent to negate any sort of trap activation that may have happened on a regular failure. Such as you failed your coordination check to get across without being seen by the sniper, but you didn't step on any mines, congrats!
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# ? Feb 23, 2015 18:58 |
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Is there anything in the core rulebook that explains how to give out XP? I've seen giving 5 or 10 for roleplaying their motivation well, but otherwise not really sure how much XP is appropriate. Also, first session was the adventure from the core rulebook. My players had no problem taking the droid bait since two of them are droids and one is into droid rights. In the Cantina, the guy playing a kid told Spir to back off the Rodian girl at the bar, and rolled 0 success but one threat, so he got a small push from Spir. The wookie was not happy with that and clocked Spir right in the face with his brass knuckles. Love this game.
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# ? Feb 23, 2015 19:00 |
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Assuming you mean EOTE, pg 301 in the core. They suggest 10-20 per session but I've found that is far too much for my group, who plays 2-3 hours per session.
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# ? Feb 23, 2015 19:05 |
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Hahah, just found this. http://starwars.wikia.com/wiki/Carbonite_Sith_Army http://starwars.wikia.com/wiki/Carbonite_Sith_Master Though I suppose Carbonite Sith would be less Indiana Jones and more The Mummy.
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# ? Feb 23, 2015 19:20 |
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Flame112 posted:Sith Tomb full of traps? Or how about a Sith tomb full of traps to keep a cache of priceless Jedi artifacts that are now worthless without the Jedi order to pay for them. Or a Jedi prison for an three thousand year old Sith Lord who's spirit still haunts it (ala Freedom Nadd)
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# ? Feb 23, 2015 19:27 |
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FISHMANPET posted:Is there anything in the core rulebook that explains how to give out XP? I've seen giving 5 or 10 for roleplaying their motivation well, but otherwise not really sure how much XP is appropriate. I do 1d10+5 XP per session, with an extra 10XP at the end of a quest. This gives them unnatural break points (by having 17 XP and such) so they grow at interesting jumps rather than 10 XP per session with easy-peasy "buy in order" skills.
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# ? Feb 23, 2015 19:34 |
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Or it's actually a Jedi encarbonited in there by the Sith whose tomb it is, and he/she is unstable and possibly violent on awakening. Unpleasant Force-user encounter with more complexity than "kill it with fire."
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# ? Feb 23, 2015 19:43 |
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Everblight posted:I do 1d10+5 XP per session, with an extra 10XP at the end of a quest. This gives them unnatural break points (by having 17 XP and such) so they grow at interesting jumps rather than 10 XP per session with easy-peasy "buy in order" skills. I really like this idea. Our last session was like 3 hours long and there was a 1.2 round bar fight and the rest was role playing, how the hell do I judge if that was enough "encounters" for 10 XP or not.
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# ? Feb 23, 2015 20:01 |
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FISHMANPET posted:I really like this idea. Our last session was like 3 hours long and there was a 1.2 round bar fight and the rest was role playing, how the hell do I judge if that was enough "encounters" for 10 XP or not. Encounters don't have to just be combat, talking to the broken protocol droid probably counts, along with any of the optional encounters you might have done.
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# ? Feb 23, 2015 20:05 |
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Yeah, an encounter is basically any major noteworthy scene.
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# ? Feb 23, 2015 20:29 |
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Man, I guess I'm just being way too generous with my players. Our EotE game had me giving out 20ish each session, with bonuses at the end of story arcs, and then my F&D Beta Game I was handing out 30-40. (Although we were playing "high level" knight-level play there). One of my players even commented that they wanted to be getting more XP on their EotE character. Is anything really fundamentally broken by handing out a more XP than is recommended? Other than capping out trees and the like earlier?
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# ? Feb 23, 2015 22:07 |
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jivjov posted:Man, I guess I'm just being way too generous with my players. Our EotE game had me giving out 20ish each session, with bonuses at the end of story arcs, and then my F&D Beta Game I was handing out 30-40. (Although we were playing "high level" knight-level play there). Buying talents up to 4-5 is insane, especially on piloting and shooting talents, since rolling YYYGG is a crazy pool against what, two purples? a purple and a red on rivals? One of the problems I have with EotE is how attacks are against a basically-static number (either PP or Red-Purp, rarely Red-Red) so damage can spiral out of control quickly unless you up the enemy's soak, which makes the non-combat-specialized characters with their piddly 6D blaster pistols feel underpowered.
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# ? Feb 23, 2015 22:26 |
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jivjov posted:Man, I guess I'm just being way too generous with my players. Our EotE game had me giving out 20ish each session, with bonuses at the end of story arcs, and then my F&D Beta Game I was handing out 30-40. (Although we were playing "high level" knight-level play there). High-end play gets broken when everyone knows all the skills. It doesn't matter if you're having the Pilot pilot when everyone has it; it doesn't matter when anyone is doing most anything, since so few parts of the game are walled off from each other.
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# ? Feb 23, 2015 22:46 |
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homullus posted:High-end play gets broken when everyone knows all the skills. It doesn't matter if you're having the Pilot pilot when everyone has it; it doesn't matter when anyone is doing most anything, since so few parts of the game are walled off from each other. I mean, how long would it still take even at 20 xp a session, to know everything? Say you want your pilot to be the best pilot, so they start with five agility. That's 15 + 20 +25 XP to max out piloting, which is three sessions. Then they go into the pilot tree of specializations and say they take all the good ones and say that's about 80-100 XP worth. They also use dedication to raise agility to 6. So that's another 30 xp sunk in piloting. So that's 6-7 sessions more. So 10 sessions to max out their capability at a single skill. Then they need to max their astrogation - which say they can only get to three, because their int is only three, so there's 25 xp. a session Then they decide to raise gunnery, another 90-100 XP, so 4-5 more sessions. Then they raise piloting for ground vehicles, 4-5 So by the time 20ish sessions have passed, they've finally maxed three relevant skills, as well as filled out a relevant talent tree. Now would be when they'd start branching out. The pilot might decide that he needs to be the mechanic too, or have been acting as it the whole time. Or maybe he decides to take a soldier job, because he feels the need to be able to participate more in fights! Either way, if you play bi-weekly like a lot of groups seem to, that's 10 months of games, at 20 xp a pop. Even if you play every week, that's still 5 months. For one core set of skills.
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# ? Feb 23, 2015 23:13 |
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# ? May 10, 2024 09:58 |
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That'd also be a really boring character. All he does is pilot! I guess he can fight decently too thanks to the raw agility dice letting him shoot. But still boring. Then again, I prefer well rounded generalists over specialists.
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# ? Feb 23, 2015 23:16 |