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System should serve setting and "generic" systems are bad and wrong. I am aware this was adapted from Warhamsters but that's still basically space opera.
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# ? Jun 27, 2017 19:03 |
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# ? May 27, 2024 04:08 |
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jivjov posted:Hopefully they haven't tweaked the dice face distribution any. I'd like to be able to make use of the 5 sets of Star Wars dice I already have. They did excise the Force die, though (And replaced it with a 2nd Challenge die in each dice pack) Here's hoping that means they have a magic/powers system that isn't a massive XP sink.
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# ? Jun 27, 2017 23:24 |
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Pac-Manioc Root posted:System should serve setting and "generic" systems are bad and wrong. I am aware this was adapted from Warhamsters but that's still basically space opera. I disagree. System serve mood, ambiance rather than setting, and this system feels like it has the flexibility to accommodate daring adventures on a zeppelin rather than on a space ship.
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# ? Jun 27, 2017 23:53 |
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Pac-Manioc Root posted:System should serve setting and "generic" systems are bad and wrong. I am aware this was adapted from Warhamsters but that's still basically space opera. But the systems not a great fit for star wars? The narrative mechanic sure, but to actually flow like star wars does it should really be light and fast and be designed clean but that isn't this system. It's easy to build poo poo characters, quite punishing to pcs and packed to the brim with groggy gear choices. To me it's always felt like a campaign book for a generic system more suited for a shadowrun type thing.
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# ? Jun 28, 2017 01:16 |
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Got some people down to do one hell of an odd game. Everyone is starting off on Weik as native inhabitants. They'll be there for as long as it is entertaining. And, then, they'll join the greater galactic universe in the middle of the Rebellion era. It's been weird so far. Two of them are Paladins of the Adamantine starting their trials, One Year of Good Deeds across the world. The other is a forester with a vornskr as his animal companion. First session, they left the tower (well, the structures surrounding the tower, only anointed Paladins can enter the actual tower) and met the Forester in the wood. They ran into a farming village where the locals asked them to help with a dangerous raider from the Madlands who had come down. The raider, One Eyed Pete, ended up being a decent fight, especially with his magic light thrower (blaster) and dark magic (force harm), but they defeated him by blinding him (triumph on a called shot to his eyes). First time I ever gave a lot of conflict to someone since, despite being blinded, disarmed, and without his men, one of them executed him. Felt appropriate. It's fun doing D&D in a science fantasy setting and I'm looking forward to the absolute culture shock when they finally get their space ship and join the "gods" in their war.
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# ? Jun 28, 2017 04:00 |
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ShineDog posted:
Err, how exactly do you create "poo poo" characters, actually? I mean, without actually meaning it, like taking a specie which has low stats in what you need and not touching those stats in chargen? At worst, you'd be kind of efficient for something, if not a one man wrecking crew/spy team/ship crew.
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# ? Jun 28, 2017 09:16 |
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I gotta admit, complaining about having a level of gear porn in Star Wars always struck me as weird because like, half the movies are people doing repairs and tinkering with vehicles (and in one case building a weapon) and the whole thing is at least partly inspired by hotrodders.
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# ? Jun 28, 2017 11:31 |
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the star wars rpgs aren't set in the star wars films, they're set in the extended universe. A lot of the problems stem from this.
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# ? Jun 28, 2017 13:06 |
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FGG announcing generic rules reminded me of when I thought the SWRPG would be a great fit for Crimson Skies. The clunky space combat would be a challenge, but I could try what some people do with X-wing and dust off my Wizkids minis.
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# ? Jun 28, 2017 13:20 |
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rumble in the bunghole posted:the star wars rpgs aren't set in the star wars films, they're set in the extended universe. A lot of the problems stem from this. You realize the films are part of the overall universe; right?
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# ? Jun 28, 2017 13:44 |
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rumble in the bunghole posted:the star wars rpgs aren't set in the star wars films, they're set in the extended universe. A lot of the problems stem from this.
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# ? Jun 28, 2017 13:46 |
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unseenlibrarian posted:I gotta admit, complaining about having a level of gear porn in Star Wars always struck me as weird because like, half the movies are people doing repairs and tinkering with vehicles (and in one case building a weapon) and the whole thing is at least partly inspired by hotrodders. Yes but it never goes into detail. The falcon is the fastest ship and a hunk of junk. The bowcaster sends people flying. It's usually just some kind of hook. Star wars never tells you warp speeds or shield strength. It lends itself to a tag or descriptor system. Strike, *world, or fate.
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# ? Jun 28, 2017 13:59 |
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ShineDog posted:Yes but it never goes into detail. The falcon is the fastest ship and a hunk of junk. The bowcaster sends people flying. It's usually just some kind of hook. Star wars never tells you warp speeds or shield strength. It lends itself to a tag or descriptor system. Strike, *world, or fate. Thats always been the wierd nerd vision of star wars though. Like the falcon is very clearly not the fastest, Han is lying to talk a big game and get more money out of these rubes and when they see the ship they realise its a garbage ship. The dice system gives you a pretty strong ability to be playing games in a pretty free form manner. The biggest offenders for this system is FFG's constant gear porn rollout they do all the time after their core book is done and having a very low health to damage ratio for basic weapons. I've no idea why they thought hyper lethal combat was the way to go but I guess they were really trying to put the whole 'avoid combat' thing they love some times.
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# ? Jun 29, 2017 00:15 |
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Yeah I don't have much of a problem with the gear porn, even if a tag system would fit better here. But the deadly system is really out of place. That said, if you haven't yet I recommend people check out Scum and Villainy. Blades space opera hack. quote:Touchstones It's not in final release form yet, but 1.7 is coming Soon and is touched up to make sure it's up to date with the release version of Blades. Here's the start of the recorded sessions of it too. Which is absolutely on an earlier version, the latest episodes are running 1.7. They just did a new one the other day too.
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# ? Jun 29, 2017 02:10 |
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I don't get the lethality complaint. It's maybe a bit too easy to knock characters out, sure, but killing them permanently is hard to do unless you're specifically planning on it. You need to stack 5 crits before you even have the chance to roll that high on the injury table. Maybe it's lethal if you're giving every NPC a disruptor, but otherwise you don't have to worry much about killing PCs unless it's by some prearrangement with the players. unless we're talking starfighter combat, that is
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# ? Jun 29, 2017 03:43 |
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PupsOfWar posted:I don't get the lethality complaint. Yeah its more 'one good stormtrooper hit and you're out of the fight' is a bit of an issue when you really should be able to take a couple of hits. Brawn 1 characters are so dangerously vulnerable at all times that even 1 shot can take them out (especially as the vast majority of characters wont have any method of making it harder for the enemy to hit). Just a little bit more health is enough to cancel this out. Also with starfighter combat, if a PC or nemesis is in a vehicle, add agility to hull threshold and intelligence to system strain threshold to deal with the 1 hit kill syndrome. Plus if you're a PC you don't die when you run out of hull threshold you just are disabled btw. The decision to make it very difficult to straight up kill a player is a really good call though and basically is the reason that it gets away with the high damage/low health numbers they set up.
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# ? Jun 29, 2017 03:55 |
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That does fit in with the movies though. Blasters are pretty lethal, and if you get shot, you're probably out of the fight, for the most part.
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# ? Jun 29, 2017 04:42 |
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cptn_dr posted:That does fit in with the movies though. Blasters are pretty lethal, and if you get shot, you're probably out of the fight, for the most part. Sure but stormtroopers are pretty reliable shots if there is more than one which becomes a problem when they can take you out in one go. Players who have at least 4 soak (2 from armour + 2 brawl at least) are waay more survivable and probably should have been the low point of star wars character suitability. If you make sure everyones at that point you can reliably hit 2 blaster rifle shots before being knocked out which is enough for 'bad luck or made a mistake and now need to recover from it'. On the flip side you have 8 soak murder balls that just shrug off blaster fire like its nothing. kingcom fucked around with this message at 05:39 on Jun 29, 2017 |
# ? Jun 29, 2017 05:34 |
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Never not be the 5 brawn Trandoshan, gently caress the haters.
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# ? Jun 29, 2017 06:00 |
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wiegieman posted:Never not be the 5 brawn Trandoshan, gently caress the haters. Trandoshian Marauder is the most hilarious character in the world, just shrugging off heavy weapons fire like it aint no thing.
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# ? Jun 29, 2017 06:03 |
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Apparently fantasy flight is making a setting agnostic system named Genesys for use with their dice which I'm actually really interested in.
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# ? Jun 29, 2017 06:57 |
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Motherfucker posted:Apparently fantasy flight is making a setting agnostic system named Genesys for use with their dice which I'm actually really interested in. Timeline, Motherfucker!
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# ? Jun 29, 2017 11:14 |
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cptn_dr posted:That does fit in with the movies though. Blasters are pretty lethal, and if you get shot, you're probably out of the fight, for the most part. And if everyone gets knocked out and captured, you get to run an escape scene, just like the ones that have appeared in every single Star Wars film.
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# ? Jun 29, 2017 13:48 |
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That and well, combat being deadly is pretty thematic for being either ne'er do well, daring rebel operatives or fugitives of a persecuted creed. All of those lose their teeth when the party can blast squad after squad of Troopers without being at risk. Even the movies have all of these fleeing a lot, being involved in losing fights, or going at great length to avoid fighting at all.
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# ? Jun 29, 2017 14:12 |
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Has anyone mixed Duty and Obligation in their games? I'm running a Rebel funded merc group with two Rebellion liaisons in this A-Team themed 4 player party. It seems like Duty is waaaaaaaaaaay more favorable than Obligation and I'm wondering if anyone has way to address that.
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# ? Jun 29, 2017 15:39 |
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Ross Perowned posted:Has anyone mixed Duty and Obligation in their games? I'm running a Rebel funded merc group with two Rebellion liaisons in this A-Team themed 4 player party. It seems like Duty is waaaaaaaaaaay more favorable than Obligation and I'm wondering if anyone has way to address that. Duty is a positive mechanic, that rewards the players for getting it high, and doing their jobs. It means you can dangle 'yeah, you can totally lock down this computer system right now to keep any stormtrooper squads from getting into the hangar with tour friends.... but your duty is information gathering, and with a few extra minutes, you could download the logs of every ship to use these hangars in the past few years. But your friends will be at risk if you do '. Obligation is a negative mechanic, that represents that the players can't settle down because something is chasing them for some reason, or some.other form of 'I can't stop'. It forces them to keep moving forward, and hurts them for having it high. It's where when after a big heist from a huttlord, everyone is settling down and getting ready to rest, and then you get a holonet message that warns you that x is coming for you, and isn't gonna give you time to rest. You can, and I have, ran games where you use both. But every character needs both. You can't have some people using just duty, and some using just obligation. They're different mechanics. KittyEmpress fucked around with this message at 19:43 on Jun 29, 2017 |
# ? Jun 29, 2017 19:38 |
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Does anyone have any sites or resources that they rely on to print out tokens? EDIT: I'm specifically looking for starship tokens since I think space battles could benefit the most from knowing where everyone is. I want to use generalized maps to give everyone an idea of range bands but the tokens from the beginner sets are limited and I'm too broke to afford dishing out a couple hundred for a good cross-section of The ideal would give me the ability to pick and choose which tokens go on a sheet so I don't waste ink printing a bunch of scrubs, or could just print a sheet of all stormtroopers. Double-Edit: I'm finding a bunch of full-page options for character tokens, but 1) no ship tokens and 2) No editable sheets that let me control what tokens go on the page. If anyone has a resource for these that they particularly like I'd appreciate it. FuriousAngle fucked around with this message at 04:27 on Jun 30, 2017 |
# ? Jun 30, 2017 03:33 |
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Boardgamegeek has some hires scans of the tokens from WEG's "Star Warriors." Not your ideal, but I don't know that something like that exists. Maybe just load it up in GIMP and C/P the ships you want? https://boardgamegeek.com/image/2477219/star-wars-star-warriors?size=original Some from the Silent Death insert that came in Star Wars Gamer: https://boardgamegeek.com/image/592908/star-wars-silent-death-starfighter-combat-game?size=original Owlbear Camus fucked around with this message at 14:18 on Jun 30, 2017 |
# ? Jun 30, 2017 14:14 |
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# ? Jun 30, 2017 15:32 |
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Pac-Manioc Root posted:Boardgamegeek has some hires scans of the tokens from WEG's "Star Warriors." Thanks! That's definitely one alternative if I can't find decently-sized circular tokens for ships. There are plennnnnty for characters and creatures. Iceclaw posted:
I'm not made out of credits.
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# ? Jun 30, 2017 16:24 |
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Jeez just take 10 more obligations.
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# ? Jun 30, 2017 16:43 |
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Iceclaw posted:Jeez just take 10 more obligations. Obligation: Debt I might do that anyway and just get Armada. For a GM that seems the most cost effective way to do it. Star Destroyers ain't cheap. I'd still rather look into tokens first. I'm not sure if my group will disintegrate immediately after I invest in minis.
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# ? Jun 30, 2017 16:46 |
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kingcom posted:Sure but stormtroopers are pretty reliable shots if there is more than one which becomes a problem when they can take you out in one go. Players who have at least 4 soak (2 from armour + 2 brawl at least) are waay more survivable and probably should have been the low point of star wars character suitability. If you make sure everyones at that point you can reliably hit 2 blaster rifle shots before being knocked out which is enough for 'bad luck or made a mistake and now need to recover from it'. I played a hutt enforcer/marauder with 10 soak and 24 wounds (and a jetpack). The whole party was broken in some fashion, but the GM having to bring light repeating blasters to reliably hurt me made combat really deadly for everyone else.
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# ? Jun 30, 2017 19:07 |
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Carcer posted:I played a hutt enforcer/marauder with 10 soak and 24 wounds (and a jetpack). The whole party was broken in some fashion, but the GM having to bring light repeating blasters to reliably hurt me made combat really deadly for everyone else. Yeah, my group's tank is up to 12 Soak and 25 WT. Plus 2 Defense and the control/duration upgrades to Sense, which allow him to upgrade incoming attack checks twice. At this point, I'm pretty sure he could take on a Rancor in melee without the result being a foregone conclusion. He's ~mostly proof against small arms, and regular minion groups or Rivals are never going to seriously threaten him unless I cheese it and give everybody missile launchers and AP grenades. The main way I try to make encounters challenging for him are by forcing him to manage his Strain (since he doesn't have much), generally using mobile enemies and shifting terrain, which are cool things to have in your fights anyway. He did get pretty thoroughly wrecked once, when he attempted to solo 3 Nemeses in an encounter I had intended for the full party. Comrades had to bail him out by crashing their shuttle down on top of one Nemesis and bugging out.
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# ? Jul 2, 2017 06:32 |
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Curious, how do you all deal with the increases/decreases of non-straightforward obligations like, say, family? If the PC helps out his cousin (even if it did involve threatening to blow up a bar with a thermal detonator), should the successful resolution decrease the obligation any? Or should word of the estranged family member helping others out with their issues that more respectable family members can't either keep it the same or even increase it? Just wondering how you GMs would handle it.
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# ? Jul 3, 2017 14:14 |
Panthrjd posted:Curious, how do you all deal with the increases/decreases of non-straightforward obligations like, say, family? If the PC helps out his cousin (even if it did involve threatening to blow up a bar with a thermal detonator), should the successful resolution decrease the obligation any? Or should word of the estranged family member helping others out with their issues that more respectable family members can't either keep it the same or even increase it? I could totally see a scenario where the cousin would turn into Roman from GTA4 and call the PC up constantly to see if he wants to go bowling. It's a tough call to make though without knowing more about the character and his family.
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# ? Jul 3, 2017 14:52 |
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I'd say a straight decrease, but family members start calling on the PC, raising their obligation, especially if they refuse.
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# ? Jul 3, 2017 16:37 |
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By the same token, I've another PC with vigilante. Should running off to (successfully) fight crime really lower the obligation in the Outer Rim? There's always more crime to find that disturbs the PC, and even if I have that particular arc revolve around a specific villain, would thwarting their schemes lower the obligation, then making it represent more a vendetta (or "a score to settle") than a general desire to fight crime? Or have it decrease upon success, but have everything that hasn't been triggered for a bit increase slowly over time? The PC in question with the Family obligation has the vast majority of his family in the Imperial Navy. He decided against such a career to the chagrin of pretty much everyone. So his cousin (in the navy), having gotten into trouble with some local gangsters, goes to him for help instead of going to his family and getting into more trouble (or at least being extremely disappointed) with them.
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# ? Jul 3, 2017 17:47 |
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Well, PCs should always have some obligation at their heels, even if not their original one. To go further, you should never be able to discard an obligation without getting another one. Say, your vigilante shut down a pretty big crime operation, so he gets a few points off, feeling accomplished. At the same time, he earn the Wanted obligation as somewhere, a Hutt is really unhappy someone shot down his operation, and someone will pay for that.
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# ? Jul 3, 2017 18:14 |
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# ? May 27, 2024 04:08 |
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Would the player of the vigilante even want to have his obligation drop? I mean if he has vigilante as an obligation, it sort of implies that the character feels that it is his duty to bring justice to criminals, so lowering his obligation would sort of imply that the character stops caring about this. If the player wants to do that it's fine, but if it's a core part of the character concept it's probably something that the player wouldn't actually want to lower, I would think.
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# ? Jul 3, 2017 21:06 |