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Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



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. :colbert:

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8one6
May 20, 2012

When in doubt, err on the side of Awesome!

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.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.

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. :colbert:

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.

ShineDog
May 21, 2007
It is inevitable!

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. :colbert:

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.

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.
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.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.

ShineDog posted:


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.

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.

unseenlibrarian
Jun 4, 2012

There's only one thing in the mountains that leaves a track like this. The creature of legend that roams the Timberline. My people named him Sasquatch. You call him... Bigfoot.
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.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
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.

BetterWeirdthanDead
Mar 7, 2006

by Jeffrey of YOSPOS
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.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

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?

Lorak
Apr 7, 2009

Well, there goes the Hall of Fame...

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.
Further problems would probably stem from how few planets we have ever seen or been to in the films.

ShineDog
May 21, 2007
It is inevitable!

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.

kingcom
Jun 23, 2012

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.

DemonMage
Oct 14, 2004



What happens in the course of duty is up to you...
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
When you’re pitching the game to players here are some media touchstones you can use to relate the game to stuff they might be familiar with.
Movies: Star Wars by George Lucas. Guardians of the Galaxy by James Gunn. Serenity by Joss Whedon.
TV: Outlaw Star by Takehito Iho. Cowboy Beebop by Keiko Mogumoto. Firefly by Joss Whedon. Lost Universe by Hajime Kanzaka

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.

PupsOfWar
Dec 6, 2013

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

kingcom
Jun 23, 2012

PupsOfWar posted:

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

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.

cptn_dr
Sep 7, 2011

Seven for beauty that blossoms and dies


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.

kingcom
Jun 23, 2012

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

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Never not be the 5 brawn Trandoshan, gently caress the haters.

kingcom
Jun 23, 2012

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.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
Apparently fantasy flight is making a setting agnostic system named Genesys for use with their dice which I'm actually really interested in.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

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!

echopapa
Jun 2, 2005

El Presidente smiles upon this thread.

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.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
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.

Ross Perowned
Jun 14, 2012

Shit in my hand and say yeah
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.

KittyEmpress
Dec 30, 2012

Jam Buddies

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

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!
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 WizKids WotC minis.

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

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



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? :shrug:

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

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
Start playing X Wing.

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

Pac-Manioc Root posted:

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? :shrug:


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:

Start playing X Wing.

I'm not made out of credits.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
Jeez just take 10 more obligations.

FuriousAngle
May 14, 2006

See your face upon the clean water. How dirty! Come! Wash your face!

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.

Carcer
Aug 7, 2010

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'.

On the flip side you have 8 soak murder balls that just shrug off blaster fire like its nothing.

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.

PupsOfWar
Dec 6, 2013

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.

Panthrjd
May 12, 2012
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.

Drone
Aug 22, 2003

Incredible machine
:smug:


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?
Just wondering how you GMs would handle 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.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
I'd say a straight decrease, but family members start calling on the PC, raising their obligation, especially if they refuse.

Panthrjd
May 12, 2012
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.

Iceclaw
Nov 4, 2009

Fa la lanky down dilly, motherfuckers.
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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imperialparadox
Apr 17, 2012

Don't tell me no one has told the girl she isn't exactly human!
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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