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The key thing with the FFG's star wars is if you have a player who wants to be a Wookie melee lord...don't fight it, embrace it, that's fun as hell and I bet they player will enjoy playing it. Need to challenge them? How well will the wookie cut through a social encounter? Challenge them in ways that challenge them. As Jack said, up security so if they want to try to get into the part of the city they need to they gotta sneak or bribe or talk their way in or leave their weapon at the door. Force them to improvise. But also like, let them face off against two groups of 8 stormtroopers who they can cut through like butter while their team makes ready to escape, give them that cinematic win. Then when medals get handed out, snuff them because anti-wookie racism.
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# ? Dec 13, 2021 16:57 |
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# ? May 11, 2024 09:46 |
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Just had a thought. What if auto-fire reduced soak instead of boosting damage directly? Seems like it could take care of the issues on both sides of the "auto-fire is too good"/"tanks are too tanky" equation.
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# ? Dec 13, 2021 17:10 |
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Claytor posted:Just had a thought. This... seems like a really good house rule at first blush. let the soak monster take out a dozen chumps then tremble at moff gideon out about his eweb
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# ? Dec 13, 2021 17:23 |
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Oh, speaking of Stormtroopers, be careful with how you use them. Almost everything in Star Wars media treats Stormtroopers as bumbling, inaccurate cannon fodder for the heroes to mow down in droves, but FFG Stormtroopers are some of the best minion NPCs in the game. They have pretty good armor, their blaster rifles deal good damage, and they can be dangerously accurate with those rifles when you put them in minion groups. Minion groups are one of my favorite things about the system, you can do a lot to tweak the difficulty of an encounter just by playing with the action economy by adjusting how your enemies are divided up. If you have a squad of 6 stormtroopers for your party to fight, dividing them into 3 groups of 2 is going to be more dangerous than 2 groups of 3. One group of 6 will tend to be very accurate and will tend to generate lots of advantages, but they're only putting out one attack per round and will be very vulnerable to minion group damage overflow as you take them out.
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# ? Dec 13, 2021 17:29 |
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Elendil004 posted:The key thing with the FFG's star wars is if you have a player who wants to be a Wookie melee lord...don't fight it, embrace it, that's fun as hell and I bet they player will enjoy playing it. Agreed. FFG Star Wars is unironically at its best when you have a bunch of specialists who break the game over their knee in different areas come together and help their buddies make sure they can get into position where they can properly deploy their game breaking strengths. Claytor posted:Just had a thought. Replacing the autofire rules with "on activation, this weapon gains breach 1' is as good a simple change you're gonna get, imo.
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# ? Dec 13, 2021 17:36 |
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Capfalcon posted:Replacing the autofire rules with "on activation, this weapon gains breach 1' is as good a simple change you're gonna get, imo. That might be a little too crazy. Either auto fire reducing soak (maybe 1 to 1 ratio) or the option I saw which was playing with the number of advantage needed for each extra attack higher (at minimum no tech upgrades reducing the number needed) seems better to me than making every automatic weapon a de facto ranged lightsaber.
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# ? Dec 13, 2021 18:14 |
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Elendil004 posted:Then when medals get handed out, snuff them because anti-wookie racism. Gosh, I sure hope you mean “stiff them”!
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# ? Dec 14, 2021 00:07 |
Are there any non-FFG published adventures that are good? I have a much harder time thinking up stuff for this game than fantasy games.
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# ? Dec 14, 2021 00:15 |
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Just started a campaign recently and one of the PCs is a Medic, who decided to go a pacifist route. Aside from Assist and the few nonlethal/barely violent weapons in the game (tanglers, repulsor guns), the PC wants to know what else they can do in combat to help out. Jamming stimpacks into people is the obvious route but I feel like it'll get old quick. Thoughts?
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# ? Dec 14, 2021 00:29 |
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PantsOptional posted:Just started a campaign recently and one of the PCs is a Medic, who decided to go a pacifist route. Aside from Assist and the few nonlethal/barely violent weapons in the game (tanglers, repulsor guns), the PC wants to know what else they can do in combat to help out. Jamming stimpacks into people is the obvious route but I feel like it'll get old quick. Thoughts? They'll have a high intellect which means they could go into Mechanics and Computers which opens up a ton of stuff: hacking doors, rerouting the orders of stormtroopers, breaking big star warsy machinery to create barriers, breaking lights, opening up steam vents, a whole bunch of cool improvisational stuff.
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# ? Dec 14, 2021 00:40 |
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Are they specifically nonviolent or are non-injuring attacks permissible? Any blaster with a stun setting can do strain damage. So can force pikes and a few other close combat weapons. If they grab the stunning blow talent from a specialization that has it they can inflict strain instead of wounds with any weapon that uses the melee skill. The Doctor specialization has a talent that lets unarmed attacks that deal strain, instead of wounds, ignore soak.
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# ? Dec 14, 2021 00:41 |
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PantsOptional posted:Just started a campaign recently and one of the PCs is a Medic, who decided to go a pacifist route. Aside from Assist and the few nonlethal/barely violent weapons in the game (tanglers, repulsor guns), the PC wants to know what else they can do in combat to help out. Jamming stimpacks into people is the obvious route but I feel like it'll get old quick. Thoughts? Would they consider fighting with words? Some of the social classes can shout people down which is really fun. I had a gungan once who had enough invested in Scathing Tirade that he could wipe whole minion groups with it. I swear the rules said you could basically deal strain damage instead of wound damage at will am I just totally on crack?
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# ? Dec 14, 2021 01:20 |
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Admiral Joeslop posted:Are there any non-FFG published adventures that are good? I have a much harder time thinking up stuff for this game than fantasy games. Watch any western or WW2 movie and find/replace the proper nouns, it's worked for me so far
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# ? Dec 14, 2021 01:32 |
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Elendil004 posted:
You can when fighting unarmed, or with most brawl weapons (except vibroknuckles, blast knuckles, vamblades, and maybe some others). If you are using a blaster or melee weapon you need a stun setting or a talent
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# ? Dec 14, 2021 01:36 |
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StashAugustine posted:Watch any western or WW2 movie and find/replace the proper nouns, it's worked for me so far yeah, this checks out
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# ? Dec 14, 2021 01:41 |
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Servetus posted:You can when fighting unarmed, or with most brawl weapons (except vibroknuckles, blast knuckles, vamblades, and maybe some others). If you are using a blaster or melee weapon you need a stun setting or a talent Ah melee only ok makes sense.
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# ? Dec 14, 2021 02:31 |
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That was a lot of great tips, thanks all Sounds like I should embrace the broken stuff and chuck a variety of challenges at the players, and not fall back on straightforward slaughter-all-the-dudes objectives. I signed up for the SWRPG Discord and am asking around about playing in a campaign too -- I figure it can't hurt to get some experience on the other side of the GM screen before I take on the job myself. Another thing I've been wondering about -- back in the SW D6 days I remember a lot of debate about including Force-sensitive characters in campaigns, because they tended to be much more powerful than the normal PCs and would make the other players feel a bit useless. Is that still an issue in FFG Wars or can I freely mix EotE/AoR/FaD characters together without too much trouble? I guess it's kind of a theoretical question, since I haven't seen any FaD core books anywhere for what seems like years, but I'm guessing reprints will come out eventually.
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# ? Dec 14, 2021 02:39 |
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thorsilver posted:That was a lot of great tips, thanks all Sounds like I should embrace the broken stuff and chuck a variety of challenges at the players, and not fall back on straightforward slaughter-all-the-dudes objectives. You can definitely mix in Force-sensitive characters. Force powers tend not to be too overpowering at lower levels, and players will have to balance XP spend across Force powers, skills, and talents rather than just skills and talents.
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# ? Dec 14, 2021 03:03 |
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I personally go either all force users or no force users, a mix just means one side is left out when the other is doing cool poo poo. YMMV and if you can pull it off go for it but I recommend against it.
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# ? Dec 14, 2021 03:20 |
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Elendil004 posted:Ah melee only ok makes sense. A marauder with a jetpack is incredibly fun and stupid
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# ? Dec 14, 2021 03:22 |
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So is a Toydarian Marauder. Utterly rediculous, but deadly.
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# ? Dec 14, 2021 05:14 |
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Servetus posted:So is a Toydarian Marauder. Utterly rediculous, but deadly. I once ran a Toydarian-heavy game, but because their usual accents are... kind of a hate crime, I gave them all foggy bottom-style Southern gentleman accents. Same amount of annoyance to my players, way less awful to do. Speaking of jetpacks, one of my players in that game took a look at the char gen process and realzied that sure, he could take on the max obligation to get a bunch of skills and talents... or he could spend literally all of it on enough credits to buy a jetpack. And so Krossk, the Trandoshan with a jetpack and a lovely blaster that he could barely use was born, and immediately used that jetpack to solve every problem as he desperately tried to make enough money to pay off his jetpack loan to the Hutts.
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# ? Dec 14, 2021 15:22 |
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MadDogMike posted:That might be a little too crazy. Either auto fire reducing soak (maybe 1 to 1 ratio) or the option I saw which was playing with the number of advantage needed for each extra attack higher (at minimum no tech upgrades reducing the number needed) seems better to me than making every automatic weapon a de facto ranged lightsaber. YEah, I was mostly thinking of the E-Web where it's basically the same, but forgot about all the smaller weapons with AutoFire. Treating the extra attacks as pierce makes sense.
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# ? Dec 15, 2021 02:12 |
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Elendil004 posted:I personally go either all force users or no force users, a mix just means one side is left out when the other is doing cool poo poo. YMMV and if you can pull it off go for it but I recommend against it. I've had good experience with mixed groups, but those are usually games where the characters don't initially know they're Force Sensitive or pick it up later on. That way it becomes an addition to the existing character and story dynamics rather than starting with a group where some are saying "I want to do Jedi stuff" and others are saying "I want to be gay and do crime".
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# ? Dec 16, 2021 19:13 |
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Here's a question -- has anyone managed to import Genesys Emporium (https://genesysemporium.com/) characters to Foundry VTT? I know it can import OggDude exports, but we've been using Emporium for our sheets and genesys.skyjedi.com for our roller, and I'm considering moving to Foundry, and I don't want to ask my players to completely remake their characters...
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# ? Jan 9, 2022 03:36 |
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Test Pattern posted:Here's a question -- has anyone managed to import Genesys Emporium (https://genesysemporium.com/) characters to Foundry VTT? I know it can import OggDude exports, but we've been using Emporium for our sheets and genesys.skyjedi.com for our roller, and I'm considering moving to Foundry, and I don't want to ask my players to completely remake their characters... I would ask in the starwars-ffg channel on the FoundryVTT discord, but if the format isn't exactly the same as OggDude, the answer is almost assuredly no.
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# ? Jan 9, 2022 03:56 |
Test Pattern posted:Here's a question -- has anyone managed to import Genesys Emporium (https://genesysemporium.com/) characters to Foundry VTT? I know it can import OggDude exports, but we've been using Emporium for our sheets and genesys.skyjedi.com for our roller, and I'm considering moving to Foundry, and I don't want to ask my players to completely remake their characters... Just tried to do this myself the other day and it did not work. There's a "new" system in the works for Foundry that I think will be compatible with it since it's planned to be a Genesys system first, Star Wars second, but it's on a "done when it's done" timetable currently.
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# ? Jan 9, 2022 09:24 |
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Thanks to both of you! I'll try that and then wait; moving over the campaign isn't particularly urgent.
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# ? Jan 13, 2022 03:30 |
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So my players have to infiltrate an Imperial Resort Planet (think hitler's eagles nest, a place for officers to go for time off and relaxation). In order to finance this trip they made two bets with a hutt, one that they would embarrass a high ranking officer publicly, and the other to place a fertility idol somewhere it gets news coverage. Any ideas for complications? I have a few but always interested in more deviousness.
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# ? Jan 13, 2022 05:07 |
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Elendil004 posted:So my players have to infiltrate an Imperial Resort Planet (think hitler's eagles nest, a place for officers to go for time off and relaxation). In order to finance this trip they made two bets with a hutt, one that they would embarrass a high ranking officer publicly, and the other to place a fertility idol somewhere it gets news coverage. The high-ranking officer they embarrass is part of the Empire's PR division (from the Doctor Aphra comic), and responds to the humiliation by putting a large, public spotlight on the party and their activities. The officer they're trying to embarrass is himself trying to defect to the Rebellion at this time. Is this promise to the Hutts worth disgracing an officer who's trying to do the right thing? In an incredible case of "wrong place, wrong time," the officer is assassinated just as the players are about to launch their plan. Now they're the only witnesses to the crime AND the primary suspects in the investigation. The Hutts neglect to mention that the "fertility idol" is actually an egg. It either hatches early or breaks in transit. An Imperial officer catches the party in the act when they place the fertility idol. He won't turn them in - IF they can arrange for the idol and other, additional items like it to become part of his collection. The ISB is performing a surprise inspection of the resort. This fertility idol prank, while initially successful, leads to a lockdown as intelligence officials attempt to determine who is responsible for introducing a perverse alien influence. Claytor fucked around with this message at 04:58 on Jan 14, 2022 |
# ? Jan 13, 2022 14:07 |
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The officers hired a menagerie of entertainers to perform that most degenerate form of art, jizz. This gives the PCs more cover, but there are people everywhere.
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# ? Jan 13, 2022 16:35 |
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All fantastic ideas, I'll let y'all know how it plays out!
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# ? Jan 13, 2022 18:42 |
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Since it may come up next session: I'm having a hard time finding rules for cutting through things with a lightsaber. I know they have Breach 1, but I don't really know how they interact with something like carving through a blast door. Is that covered anywhere in the books?
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# ? Jan 17, 2022 19:36 |
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PantsOptional posted:Since it may come up next session: I'm having a hard time finding rules for cutting through things with a lightsaber. I know they have Breach 1, but I don't really know how they interact with something like carving through a blast door. Is that covered anywhere in the books? There aren't any rules about it What I would do is depending on the door and the situation, as the GM think about about how difficult this(or these) doors are going to be to cut through(Difficulty meaning time in this case). If they are like just normal doors in a building, maybe trivial one round/action, if they are starship doors maybe harder, a 3-5 rounds depending on class of ship or whatever, or think about if the person who created the blast door would think to, or want this door to be impervious to lightsabers, and maybe they built some cortosis weave into it. If Time isn't an issue then whatever they can cut through anything eventually, if time is a factor you could build an encounter around protecting the person doing the cutting or having to create a hole in a certain amount of time.
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# ? Jan 17, 2022 19:59 |
PantsOptional posted:Since it may come up next session: I'm having a hard time finding rules for cutting through things with a lightsaber. I know they have Breach 1, but I don't really know how they interact with something like carving through a blast door. Is that covered anywhere in the books? I think you can roughly assign HP to an object as per its silhouette as if it was a vehicle, at least with regards to making a hole in it. I'd assign 10 personal HP/1 vehicle HP to something like a wall or a door assuming it's made of a sturdy material and add vehicle armor or extra HP to it if it's particularly tough or designed to withstand assault. Or just abstract it even further, if they have a breaching weapon it takes 1 action (or 1 unit of explosive) plus 1 for each positive adjective you can ascribe to something. An obstacle takes 1, a sturdy obstacle takes 2, a sturdy, thick obstacle takes 3, a sturdy, reinforced, obstacle would take 4. Extra players cutting or shooting (or punching for your Steel Hand adepts) make it faster. Insert Star Wars words as necessary.
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# ? Jan 17, 2022 20:00 |
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One of my players is engaging with crafting for the first time and I just want to check that I’m handling it correctly. Am I correct that on the actual construction roll you don’t cancel out Advantages and Threats the way that you do with a normal check, but rather that you keep track of each of those and use them to apply the little perks/drawbacks as noted? Or do you treat it as a normal roll and only use the net result? In other words, let’s say they roll a success with two Advantage and one Threat. Do they apply two Advantages worth of bonuses from the charts and then I do the same with one Threat, or do they simply apply one Advantage worth?
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# ? Mar 17, 2022 16:20 |
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I always think back to the beginning of Phantom Menace when Qui Gon is getting through the bulkhead door as an example of how long cutting through anything bigger than like a normal rear end apartment door would take. Sure you can do it but you’re gonna need some time and it’s super obvious you’re doing it.
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# ? Mar 17, 2022 16:57 |
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PantsOptional posted:One of my players is engaging with crafting for the first time and I just want to check that I’m handling it correctly. Am I correct that on the actual construction roll you don’t cancel out Advantages and Threats the way that you do with a normal check, but rather that you keep track of each of those and use them to apply the little perks/drawbacks as noted? Or do you treat it as a normal roll and only use the net result? They still cancel out, so they would apply one advantage
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# ? Mar 17, 2022 17:00 |
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Kaza42 posted:They still cancel out, so they would apply one advantage Not cancelling out Advantage and Threat on a crafting roll is a common house rule (likely originating from just that same misreading) and I happen to like it. A crafted item with multiple positive and negative quirks is just more interesting than an item with one or two only making it "better" or "worse". Could it lead to overpowered gear? Sure, even with rolled drawbacks. But if I saw that happening at my table I'd talk to the player about my concerns and try to come to an agreement on how to tune it down a notch or two.
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# ? Mar 18, 2022 00:23 |
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# ? May 11, 2024 09:46 |
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Lemniscate Blue posted:Not cancelling out Advantage and Threat on a crafting roll is a common house rule (likely originating from just that same misreading) and I happen to like it. A crafted item with multiple positive and negative quirks is just more interesting than an item with one or two only making it "better" or "worse". Give it a critical threshold of threat/advantage where it explodes.
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# ? Mar 18, 2022 22:18 |