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kingcom
Jun 23, 2012

jivjov posted:

This is honestly why my group hasn't had a structured combat encounter in months; I'm terrible at doing combat off the cuff and I tend to just freewheel my sessions.

I don't know how much time i've had but if you want a bunch of stock encounters send me a pm.

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Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!
The system is surprisingly lethal so yes five vs one is not going to end well for the one person, if your group is chewing through bad guys add in more bad guys. One guy can only put out so much damage but one guy and three mates can scare the PC's because everyone will start to take damage and might force them to take cover and split fire themselves.

It comes down to do you want the bad guy to feel like a MMO boss fight or just regular guys fighting.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Never forget the usefulness of minions. A big bad, even a huge bad, alone will get focused down very fast. Throw in a half dozen stormtroopers, thugs, whatever, and all of a sudden the big bad has a chance to actually do some stuff, and be threatening. It also gives characters who aren't great at combat something to do, distract, use the environment to take down a trooper, etc.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Working on a character for an IRL game. Considering one of the following:

Secretly force sensitive (so secret he doesn't realize) Hutt Entrepreneur who's a little too good at making deals.

Togruta Marshall who's too old for this poo poo, only 8 days from retirement, etc.

Xexto Charmer who's so slimy and smooth he makes Lando look like the kind of person you'd happily leave your princess with.

Thoughts?

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Hutts are technically Force blind, depending on the source.

Elendil004
Mar 22, 2003

The prognosis
is not good.


Fuzz posted:

Hutts are technically Force blind, depending on the source.

Now I'm picturing him as having force abilities but never knowing it, and using them totally instinctually and just thinking he's a badass merchant.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Elendil004 posted:

Now I'm picturing him as having force abilities but never knowing it, and using them totally instinctually and just thinking he's a badass merchant.

There's some Legends-EU support for that idea; I remember some characters using Force sensitivity completely unconsciously

Hairy Right Hook
Sep 9, 2001

Hee to the ho
For people looking for the CRB, Amazon just put it up for sale. Been waiting for that to get the Prime shipping.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Jawdins posted:

For people looking for the CRB, Amazon just put it up for sale. Been waiting for that to get the Prime shipping.

Well, the Prime-eligible ones are already sold out. That was fast.

WaywardWoodwose
May 19, 2008

The woods are lovely, dark, and deep,
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep.
What's a good option for a face character, with a little melee or unarmed skills?
My DM is about to restart the campaign and I'm tired of being the guy that makes up the bluff after someone else says "I roll deception, it works!"
Right now i own Age of Rebellion, but I've left it with my DM so he can use the adventure, he has Edge of the Empire, so anything from either of those is fair game.
I'm hoping to go human, droid, or zabrak.

Lemniscate Blue
Apr 21, 2006

Here we go again.

Fuzz posted:

Hutts are technically Force blind, depending on the source.

http://starwars.wikia.com/wiki/Beldorion

:reject:

Elendil004
Mar 22, 2003

The prognosis
is not good.


WaywardWoodwose posted:

What's a good option for a face character, with a little melee or unarmed skills?
My DM is about to restart the campaign and I'm tired of being the guy that makes up the bluff after someone else says "I roll deception, it works!"
Right now i own Age of Rebellion, but I've left it with my DM so he can use the adventure, he has Edge of the Empire, so anything from either of those is fair game.
I'm hoping to go human, droid, or zabrak.

Faces kind of come in two flavors. Good guys, charm/negotiate and bad guys, coercion/intimidate. What is more your style?

WaywardWoodwose
May 19, 2008

The woods are lovely, dark, and deep,
But I have promises to keep,
And miles to go before I sleep,
And miles to go before I sleep.

Elendil004 posted:

Faces kind of come in two flavors. Good guys, charm/negotiate and bad guys, coercion/intimidate. What is more your style?

I'd rather go charm, negotiation, and deception.

Hairy Right Hook
Sep 9, 2001

Hee to the ho
If you go Human Politico you get all those as career skills and you can add ranks in melee and brawl as your bonus. Put 3's in Brawn, Cunning and Presence and you've got a decent punchy/talky guy

edit: you also get well-rounded to make melee and brawl permanent career skills

Hairy Right Hook fucked around with this message at 02:56 on Jul 27, 2015

Foxtrot_13
Oct 31, 2013
Ask me about my love of genocide denial!
You could go Diplomat: Agitator so you get access to stealth and streetwise skill sand talents but the social stuff is more deception and coercion so might not be up your street.

Plus if you want to kill stuff hard then the Soldier: Sharpshooter is a great option as it will allow you to gun stuff down.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

WaywardWoodwose posted:

What's a good option for a face character, with a little melee or unarmed skills?
My DM is about to restart the campaign and I'm tired of being the guy that makes up the bluff after someone else says "I roll deception, it works!"
Right now i own Age of Rebellion, but I've left it with my DM so he can use the adventure, he has Edge of the Empire, so anything from either of those is fair game.
I'm hoping to go human, droid, or zabrak.

These guys are all wrong. Make an Enforcer, you get lots of streetwise and thuggery type skills like being able to Intimidate people or just plain look scary, plus you can punch stuff in the face.

Alternatively, make a Scoundrel. It's got a good mix of piloting, shooting, and smooth talking.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Gambler is pretty good. Somewhat specialized in lyin' and cheatin' (skullduggery and deception) but they get a lot of overall bonuses to any action. It's not my first recommendation for a dude who talks and punches though.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
I just picked up my Force and Destiny core book and GM kit. Anyone want any sweet sweet details from it?

Trilas
Sep 16, 2004

jivjov posted:

I just picked up my Force and Destiny core book and GM kit. Anyone want any sweet sweet details from it?

What's on the GM screen that isn't on the Edge one, and when you get a chance to look it over, how's the adventure look?

Edit: I've got the core book on order, I'm just trying to decide if I should get the GM kit as well. I will accept "JUST BUY IT" as a response.

Trilas fucked around with this message at 20:54 on Jul 29, 2015

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
The screen interior seems to be mostly identical. There's a new thing about "destroying an opponent's lightsaber" has been added to the double-Triumph result entry on the "Spending Advantages and Triumphs" table, and there are a couple of different entries on the list of weapons, such as Cortosis gauntlets and weapons, and different types of lightsabers. Numerals have been replaced with spelled out words on the Silhouette Comparison table.

Mechayahiko
May 27, 2011

Doctor Rope
What are the custom lightsabre rules like?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Mechayahiko posted:

What are the custom lightsabre rules like?

The ones from the GM kit? The construction rules are literal construction rules; spending success and advantage to make it cheaper and quicker, failures and threats make it take longer, cost more, or potentially have to start over from scratch. Triumphs can give you more hard points, Despairs can give you less, or make the lightsaber bulky and take up more encumbrance. The actual check for construction is now not just Mechanics, its either Mechanics or Knowledge (Lore).

Hairy Right Hook
Sep 9, 2001

Hee to the ho
What did the Zabrak ability end up being?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Jawdins posted:

What did the Zabrak ability end up being?

Bonus rank in survival
Automatic Advantage added to all Coercion checks.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Is the dex lightsaber tree still weirdly connected to two outdoorsey bullshit ones? Have either of those two trees been made less, uh, specialist?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

ProfessorCirno posted:

Is the dex lightsaber tree still weirdly connected to two outdoorsey bullshit ones? Have either of those two trees been made less, uh, specialist?

The three Seeker trees are Ataru Striker (Which does let you swap in Agility for Brawn), Hunter, and Pathfinder. The hunter tree is very much a Tracker spec. Lots of "remove setback to track a target or find tracks" and "re-roll Perception or Vigilance check" type talents. Seeker is very much an outdoorsman, with a side order of Animal empathy.

Neither are what I would call unworkable for a more genaralist character, but there is a very particular flavor being implied by the trees. There are lots of non-outdoors/hunter talents sprinkled on the trees too.

Lemniscate Blue
Apr 21, 2006

Here we go again.
Does Niman Disciple still use Willpower for saber combat? That struck me as a weird choice.

ShineDog
May 21, 2007
It is inevitable!
Couple of questions about this since I'm toying with running a starwars RPG and I'm deciding between this and just using FATE.

This game has loads of premades, expansions, and extra gubbins. That's good! A lack of support has pushed our group back from some really fun systems in the past. How does the game fare if it's just the core book for one of the settings? I'm seeing decks of cards that appear to expand classes and lots of books of stuff. Will I feel like I'm missing half the game?

How fiddly is it compared, if you've played it, to the recently retired FF warhammer RPG? That seemed broadly similar, with sets of custom dice with symbols on them and we ended up having to remember the rules every time we played, as well as about 8 trillion tokens and bits to track. For a system with a fairly narrative focus, it wasn't particularly clean. How does this feel? We play lots of Fantasy Flight games in our group and we're always aware that FF tends to have a bajillion bits and I'm not sure how that would fly in an RPG.

Can you play with a part filled in character sheet and just sort of work it out as you go along, or do you have lots of stat dependancies that make that unrealistic?

Does equipment/loot work along the line of various equipment niches or is it more of the dnd standard of a constant escalation of better stuff until you are extreme laserman?

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

ShineDog posted:

Couple of questions about this since I'm toying with running a starwars RPG and I'm deciding between this and just using FATE.

This game has loads of premades, expansions, and extra gubbins. That's good! A lack of support has pushed our group back from some really fun systems in the past. How does the game fare if it's just the core book for one of the settings? I'm seeing decks of cards that appear to expand classes and lots of books of stuff. Will I feel like I'm missing half the game?

How fiddly is it compared, if you've played it, to the recently retired FF warhammer RPG? That seemed broadly similar, with sets of custom dice with symbols on them and we ended up having to remember the rules every time we played, as well as about 8 trillion tokens and bits to track. For a system with a fairly narrative focus, it wasn't particularly clean. How does this feel? We play lots of Fantasy Flight games in our group and we're always aware that FF tends to have a bajillion bits and I'm not sure how that would fly in an RPG.

Can you play with a part filled in character sheet and just sort of work it out as you go along, or do you have lots of stat dependancies that make that unrealistic?

Does equipment/loot work along the line of various equipment niches or is it more of the dnd standard of a constant escalation of better stuff until you are extreme laserman?

All the cards are are physical references for the talent trees. They aren't adding any new content, just putting existing content onto cards for player reference.

The dice (with their attendant symbols) are the only really "fiddly" thing about the system. There are light side/dark side tokens that serve approximately the same purpose as Fate Points in Fate (except it's a communal pool that goes back and forth, rather than each player having their own supply)

You do pretty much have to finish up a character sheet before playing, but character creation isn't too bad, especially if you snag the fan made PC program to help you out.

Equipment is not really a constant escalation. There's stuff that's rarer/more expensive than other stuff, but I've never had the feeling like players are racing to assemble a set of God tier equipment or anything.

EDIT: I'm home instead of phone posting, so I can go into a little more detail for you.

Starting with just one of the core books is a perfectly fine way to get into the game. Each Core has 6 Careers with 3 Specializations in each Career. (Edge has a Smuggler Career, for example. With the Pilot, Scoundrel, and Thief Specializations). For supplements, there are 3 types: Pre-Made Adventures, Career Supplements, and Sector Sourcebooks. The Pre-Made adventures are exactly what they say on the tin: An adventure written by the folks at FFG. In general, I find fully written adventures to be of mixed use. Its really really easy for a party to go "off script" in an adventure for any game setting, so your utility from a pre-made adventure is going to depend heavily on how well you can shepard players without railroading them, or how well you can make the adventure content work for you even if you're not adhering to the letter of the storyline.

Career Supplements add an additional 3 Specializations to a given career (for example, Fly Casual, the Smuggler Career Sourcebook, adds Charmer, Gambler, and Gunslinger Specializations to the Smuggler's repertoire) The added specializations tend to be things that are either really niche and 'out there' for a Career (such as the Entertainer Spec for a Colonist); very much useful but not exactly the first thing that comes to mind when you think of the Career, or just further 'flavors' that make sense and conform to specific archetypes; such as the Charmer Spec already mentioned. Being a Charmer is very much Lando Calrissian's gig, but that could have been represented through the Scoundrel tree already, but having a dedicated Charmer tree just makes it easier.

Also in Career Supplements are things called "Signature Abilities". These can be purchased and get added on to a player's Specialization once the bottom of a given talent tree is reached. There, generally speaking, is a combat related and a narrative/non-combat related Signature Ability for each Specialization. These require a significant XP investment to reach, so they aren't something you need to concern yourself with right away as a newcomer to the system.

Career books also contain new species options (usually somehow related to the Career at hand either thematically or mechanically), new gear, and new plot hooks all based on the career. Continuing to discuss the Smuggler book, Fly Casual contains rules specifying galactic travel times both on and off of known routes and the like, as well as stats for ships Smugglers are likely to fly or encounter, plot hooks for a GM to create Smuggler-centric adventures, and new Obligation suggestions for Smuggler characters.

Sector Sourcebooks are probably the least useful books for players and the most useful books for GMs, but still have utility for both groups. So far we only have two of these, with a third on the way. There's one for the Corellian System, one for Hutt Space, and an upcoming one dealing with various hidden Rebel bases across the galaxy. These contain species and gear thematic to the book (like the 3 major species that live in the Corellian system, Hutts and their most common lackies, etc), but the meat of the book is basically an almanac detailing what can be found in that area of space and plot hooks and adventure seeds related to the area. They're probably the most fun books to pour over and just take in a bunch of information, but unless a player specifically wants a species from that book, or a GM wants to set an adventure there, the are the most skippable.

Now we come to the funny dice. They are not really complicated at all, once you rolled them a handful of times. The toughest part to them is adjucating a roll that is either really middle of the road (almost every symbol cancels out and leaves you with a single Advantage), or ones that are a complete hodge-podge (Like, for example, 2 success, 3 threat, Despair, and Triumph). If you want, I'd be more than happy to delve into more specific dice interpretation advice, but for this post I'll keep it brief and just assure you that through play, it all really comes together and makes sense. You will most certainly want to acquire 2 sets of the dice, and my best suggestion for doing so would be picking up a Beginner Box (Which includes a set of dice), running that adventure to make sure everyone likes the system, and if you decide to carry on buy a second stand-alone dice set. This will give you plenty of each type of die for the majority of rolls.

There are 3 different types of card deck accessories, and all are completely optional for play. The first to come out were Specialization Decks, which I mentioned above, that are just a physical reference for Talents that can help players who desire such a thing. If you're using the Character-Builder program, these are even less necessary, since one of the character sheet pages is just a simple list of all acquired talents. The second type is NPC decks, which can be really helpful for campaign planning or unexpected/improv'd encounters. There's three different decks, each with a different theme, containing 20 NPCs and all relevant stats, plus a picture and a bit of flavor text. The 3rd deck is a Critical Injury/Critical Hit deck, which, much like the first type, just function as a physical reminder you can hand a player to help them keep track of just how beat to crap their character or ship is.

Will you feel like you're missing out just coming in? I don't think so. Yeah, there are a lot of splatbooks out there already, but unless you're a completionist (like me!!) you won't need every single one of them. Have a Smuggler player? Grab Fly Casual. Want to run adventures in the Corellian System? Grab Suns of Fortune. Have a crack pilot that has filled up a talent tree or two? Buy Stay on Target. The system is super modular, all three game lines are completely inter-compatible (other than a minor bit of weirdness with Lightsaber skills between early Edge of the Empire and more recent Force and Destiny) and you can mix and match at your leisure. The character builder program I keep mentioning can also help remove the the need for lots of supplements because while it doesn't contain all the book text (for pretty obvious copyright reasons), you can build up a character using a species you don't currently have the book for if you want to.

jivjov fucked around with this message at 23:59 on Jul 30, 2015

homullus
Mar 27, 2009

ShineDog posted:

Couple of questions about this since I'm toying with running a starwars RPG and I'm deciding between this and just using FATE.

This game has loads of premades, expansions, and extra gubbins. That's good! A lack of support has pushed our group back from some really fun systems in the past. How does the game fare if it's just the core book for one of the settings? I'm seeing decks of cards that appear to expand classes and lots of books of stuff. Will I feel like I'm missing half the game?

How fiddly is it compared, if you've played it, to the recently retired FF warhammer RPG? That seemed broadly similar, with sets of custom dice with symbols on them and we ended up having to remember the rules every time we played, as well as about 8 trillion tokens and bits to track. For a system with a fairly narrative focus, it wasn't particularly clean. How does this feel? We play lots of Fantasy Flight games in our group and we're always aware that FF tends to have a bajillion bits and I'm not sure how that would fly in an RPG.

Can you play with a part filled in character sheet and just sort of work it out as you go along, or do you have lots of stat dependancies that make that unrealistic?

Does equipment/loot work along the line of various equipment niches or is it more of the dnd standard of a constant escalation of better stuff until you are extreme laserman?

The FFG Star Wars game inherited WFRP3e's lethality when it inherited its dice (though the dice are slightly simplified). The dice are exactly as narrative as they were in WFRP3e. It inherited none of the tracky bits, including (unfortunately) the party sheet. About the only flexibility you have with character development is handing out custom Knowledge skills. The vehicle rules ape the adversary rules and are worse for doing so.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



So any tips for newbies starting out with Age of Rebellion? Picked up the Starter Box and Core book today and while i myself only really have a little experience with D&D, a quick skim through the beginner book made the more experienced people at the table think more of something like Shadowrun since things are overall more abstract (no moving around with tiles and physically moving you dudes behind cover for example) and the idea of the advantage/disadvantage system letting you mess around a little bit is pretty neat.

kingcom
Jun 23, 2012

HOOLY BOOLY posted:

So any tips for newbies starting out with Age of Rebellion? Picked up the Starter Box and Core book today and while i myself only really have a little experience with D&D, a quick skim through the beginner book made the more experienced people at the table think more of something like Shadowrun since things are overall more abstract (no moving around with tiles and physically moving you dudes behind cover for example) and the idea of the advantage/disadvantage system letting you mess around a little bit is pretty neat.

This game is nowhere near as insanely complex as shadowrun is.

ShineDog
May 21, 2007
It is inevitable!

homullus posted:

The FFG Star Wars game inherited WFRP3e's lethality when it inherited its dice (though the dice are slightly simplified). The dice are exactly as narrative as they were in WFRP3e. It inherited none of the tracky bits, including (unfortunately) the party sheet. About the only flexibility you have with character development is handing out custom Knowledge skills. The vehicle rules ape the adversary rules and are worse for doing so.

In the end I ran the starter premade in Fate. Translated better than I thought.

homullus
Mar 27, 2009

ShineDog posted:

In the end I ran the starter premade in Fate. Translated better than I thought.

I think you made a good choice.

I was talking to one of the designers today about the game and its inheritances from WFRP3e; apparently the spread on the critical hit table is there so that the non-combat-oriented Scientist can still get a lucky shot and feel like he helped beside the Wookiee with the vibro-axe. We also talked about how the wound cards from WFRP would actually be a damage system more movie-appropriate for the game; people in the films get hurt in specific physical ways at important points in the story, in ways "subtract 5 health after soak" doesn't capture.

The Shame Boy
Jan 27, 2014

Dead weight, just like this post.



kingcom posted:

This game is nowhere near as insanely complex as shadowrun is.

Not that they were directly comparing it to Shadowrun, more that some of the mechanics reminded them of it. I also have to give a big hand to the Character creator being easy to use and making things much simpler to remember. Rolling up a character would take forever and trying to remember how many dice of what color to roll in any given situation is a pain in the rear end.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
So last night we discovered that lightsabers are hosed up powerful against standard targets, because seriously holy poo poo. Three of us basically ganged up on an Adversary Bounty Hunter and he went down in 2 rounds after like 3 hits. Insane.

PantsOptional
Dec 27, 2012

All I wanna do is make you bounce

Fuzz posted:

So last night we discovered that lightsabers are hosed up powerful against standard targets, because seriously holy poo poo. Three of us basically ganged up on an Adversary Bounty Hunter and he went down in 2 rounds after like 3 hits. Insane.

Are you using lightsabers from FaD or from the other two cores?

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

PantsOptional posted:

Are you using lightsabers from FaD or from the other two cores?

They're different? We just grabbed the Lightsaber entry in the character creator... as I recall that's 10 damage with Breach 1, Sunder 1, and Vicious 2.

Shrecknet
Jan 2, 2005


Fuzz posted:

They're different? We just grabbed the Lightsaber entry in the character creator... as I recall that's 10 damage with Breach 1, Sunder 1, and Vicious 2.
Breach 1 is what does it, that is Pierce 10, which means most characters might as well not be wearing armor. Crit 1 is kind of a big deal, too. Lightsabers are OP.

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PantsOptional
Dec 27, 2012

All I wanna do is make you bounce

Fuzz posted:

They're different? We just grabbed the Lightsaber entry in the character creator... as I recall that's 10 damage with Breach 1, Sunder 1, and Vicious 2.

Lightsabers in the FaD book are Damage 6, Crit 2, Breach 1, Sunder. They're still pretty brutal but slightly less so since I believe the one you were using is Crit 1 as well.

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