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fosborb posted:There is a pretty significant oversight in the included adventure. People are being stupid defensive about it over in the Fantasy Flight forums, but if you aren't thinking on your feet and reading ahead as a GM there won't be a hook to move players from one location to the next and you'll have to seriously railroad them. The encounters, especially the first few, are designed to gradually introduce concepts, so it is somewhat important players go through them. But until this point the adventure is at least dropping obvious breadcrumbs. I absolutely hated the exposition-fest that was the Devaronian bartender, so I had him just mention something about how he always knows when Trex's ship is in town because all of Teemo's thugs come out in force. I let my players off the railroad pretty much here, so they got to explore a bit. They rented a dewback to help carry the hypertoomanywords forone itemthingie, it seemed to work well. Here's how I took care of the issue you mentioned for the game I just ran: I let my players go straight to Landing Bay Aurek after they bought the part, so they got to see the lay of the land, the security droids, get salivating a little for the ship, etc. They got to see the docking clamps were still attached, and I put a couple of mechanics near the entrance. They asked the mechanics how to get the clamps off, then they went to the starport control center. The encounters were way too easy with four players, though. I tweaked the encounters as we went, numbers-wise, but I'm going to definitely need to crank it up a little bit next session. As we left it, Lowhhrick, Mathus, Sasha, and Oskara just bound Trex up in his own ship after taking minor damage from his claws, found the wookiee pelts in the cargo hold, and lifted the boarding ramp to take off. Hopefully space combat goes well next time! Two of the highlights of the evening for me: (1) While in the cantina, Mathus chucked a bottle of booze at a Gamorrean. It missed, but several advantages got the bottle to shatter and spill into a puddle at the pig's feet. Next round, Oskara unloaded on the puddle, setting him ablaze with a huge purple flame. (2) They got Trex to retreat onto his ship, and it became a bit of hide and seek as Trex taunted them over the intercom. Boobytrapped cockpit, explosives rolled out at them, some tense athletics and vigilance checks. Really fun! Has anyone run the Long Arm of the Hutt adventure yet? I'd love to hear any tweaks people found helpful/fun.
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# ¿ Jan 3, 2013 07:46 |
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# ¿ May 10, 2024 01:28 |
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The only thing I had a problem with advantage/threat-wise was the 3 advantage to disarm an enemy. I lean towards asking my players to tell me where they're aiming on the target so that we can tailor narrative and mechanistic effects of rolls a little more. Otherwise, I worry that most combat encounters will have characters spend significant periods of time running to and picking up their blasters. Crit injuries are nice, but disarming is pretty powerful.
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# ¿ Jan 3, 2013 23:47 |
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LumberingTroll posted:rolling 3 advantages after any threat is accounted for is not very common. There are only 4 of 8 faces that have advantages on the ability die, where there are 5 of 8 faces that contain threat. remember they cancel each other out. fosborb posted:It's on the top of page 13 of the beginner's adventure booklet. Not sure about the beginner's rules book. It has that at the bottom of page 12 in my beginner's adventure booklet, and pages 14-15 of the beginner's rulebook doesn't distinguish between NPC and PC characters as far as all combat rules. That includes successes contributing to additional damage.
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# ¿ Jan 4, 2013 00:40 |
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Also, in case anyone didn't know, there are two additional pre-generated characters and another 5+ sessions worth of adventures continuing the beginner game storyline on FFG's site. My group chose Mathus and Sasha over Pash and 41-VEX, and I'll be starting Long Arm of the Hutt Act 1 on Wednesday.
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# ¿ Jan 7, 2013 03:03 |
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LordLobo posted:there are also two more character folios on the FFG site. I made pdfs of all of them, more to fix the errors in Lowhhrick's and Pash's folios than for future playthroughs. I don't know if it would be acceptable for me to post them here, though, since FFG hasn't made them available outside the set yet. If it's fine, I'm happy to post them.
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# ¿ Jan 7, 2013 22:33 |
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Oh poo poo yeah! The challenge die in my set came with no paint on one face, so I sent one of those "missing or damaged components" things in to FFG. I just received a whole new set of dice from them. Well done, FFG.
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# ¿ Jan 8, 2013 01:00 |
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LumberingTroll posted:Wow you do realize that one of the faces are supposed to be blank right? Yes. One of the clues to that was that every single die in the box (except the force die) has a blank face. One of my challenge die's two-threat faces has no paint in the icons, and one of its one-threat-one-failure faces has no paint in the threat icon. No paint != blank.
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# ¿ Jan 8, 2013 01:37 |
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Forsooth posted:I own the Beginners Game, but not the full Beta rulebook so I have a few questions about the full game. 1. Yup. There are careers and specializations. Career is Bounty Hunter/Smuggler/Hired Gun/etc. Each career has 3 specializations (e.g., Bounty Hunters can be Assassins, Gadgeteers, or Survivalists). Each character can have up to three specialization trees. To take another specialization tree from your existing career, you pay 10xp * the number of specializations you would have with the new one added. So if you're an Assassin, you can buy the Gadgeteer specialization for 20xp. If you want to buy a specialization outside your career, it's an extra 10xp on top of that cost. Force sensitivity works like within-career, so no extra 10xp. 2. Species have different starting stats, including primary stats, wound threshold, strain threshold, XP, and skills. Some species also have special abilities, like Trandoshan regeneration and claws, or Wookiee rage. 3. Sort of steps on my answering the previous questions, but download the reference sheets to see them all.
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# ¿ Jan 9, 2013 06:42 |
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The only tough thing about it is making the adventure hard enough for five, since it's so easy with four. Don't be shy about throwing extra dudes in, or making minion groups larger. When I ran my first 4p group through as written, they made it all the way to the first Nemesis enemy without a single wound. It was fine for them that way, but other groups aren't so happy when they feel like they're never in any danger.
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# ¿ Jan 31, 2013 01:17 |
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LumberingTroll posted:yep, that is correct. The weapon itself has a 'stun setting' takes a maneuver to switch to, Ssorku leaves his on stun be default. Which makes sense as he is a slaver.
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# ¿ Feb 4, 2013 06:48 |
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# ¿ May 10, 2024 01:28 |
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LumberingTroll posted:http://www.warpathgames.com/wholesale/warpath.php?m=detail&p=91575 From the announcement page: "The Star Wars®: Edge of the Empire™ Game Master’s Kit includes a GM screen that keeps a host of useful pieces of information right at the GM’s fingertips during gaming sessions. The GM Kit also provides useful information about developing your campaign to challenge your players with worthy nemeses, and it includes another complete adventure to carry players beyond the events of the adventure in the Core Rulebook."
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# ¿ Feb 11, 2013 06:41 |