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ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Hubis posted:

As an example, Mace Windu uses Brawn with his light saber, not Agility. In fact I'd say he even has Brawn 4 or 5. Being physically powerful does not mean you're necessarily a clumsy hulk. That's kind of what I was thinking with my house rule suggestion - it would force a Jedi who wanted to be good with his lightsaber to be both strong and agile.

Another interesting approach might be to keep the Lightsaber skill, but key it off THE LESSER of Brawn and Agility.
It can't be two attributes, because that'd make a mess of the dice pool mechanic. Everyone would start off really good at lightsabering and never get any better. It's almost impossible to start with a skill above 2, but you could start with 4+3 br/agi pretty easily if you wanted to dump other stuff.

And while I haven't read F&D, honestly I think you guys are way overthinking it. It's a game mechanic, and it's a lot better if being a Jedi doesn't also automatically put you in contention for the best pilot and shooter as well.

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ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Hubis posted:

You make a good point about the starting abilities of course, but that character would end up dumping a lot of other stats to get there which feel is an OK trade-off.
Sure, but even if you wanted to just be "pretty drat good" at lightsabers, you could start with a 4 Agility, keep your starting 2 Brawn and be about as good as it's possible to get for a starting character. And all you've done is spent points on arguably the best stat in the game.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Azran posted:

Yes, I was mostly wondering about magic. Something like Biotics in mass effect can easily use the same Force mechanics, but Psykers from WH40K? That is harder.
I bet you could do it if you made some kind of unholy mashup of EotE and WHFRP3. I don't really have a good handle on the WH magic rules yet, but the dice systems are almost exactly the same. You could probably add the insanity and mutation cards from WH to EotE fairly easily. Or you could try lifting the magic system wholesale.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

FISHMANPET posted:

I don't see any reason to get more than one beginner set, if you want more dice, just get more dice. I don't need two of each pregen character. I don't think the characther tokens are valuable enough for me to want multitudes of them, especially when I have a box full of WotC Star Wars Miniatures.
He's saying get two different beginner's sets.

Though yeah, if you have a bunch of SW minis and the maps for that game the utility would be pretty limited.

e: beaten!

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Sgt. Anime Pederast posted:

Is it a good idea to start off with a main plot in mind? I've run my guys through the edge of the empire newbie adventure. And now want to try them with a mostly freeform adventure to get money and come up with villains and such on the fly during criminal activities and such.
I don't have anything on the Hutts specifically, but for running a player driven/freeform campaign I definitely recommend giving the GM sections of either Apocalypse World or Dungeon World a quick read. The entire thing is basically a "best practices" guide to running a game by the seat of your pants.

That's always been the way I've preferred to GM (because I'm inherently lazy) but after running DW and following the advice there I've become much better at it.

You can find the text of the DW stuff free here.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
It's a pretty open secret that the RPG rules don't really model the movies. Like, at all.

There's no focus in the movies on gun porn or modifications. Ship modifications are mentioned briefly regarding the Millennium Falcon, and the smuggling compartment is used narratively, but that's about it.

You mention combat not being lethal enough, but it's actually pretty rocket tag-y. In the movies the heroes almost never get hit until a big climactic moment. If they were trying to model the movies then a more narrative stakes-setting combat system probably would have been appropriate.

Instead we got Space Shadowrun with funky dice.

Not that that's necessarily a bad thing. But it's not exactly Star Wars.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Shockeh posted:

Yeah; So now I know that, just thinking how I want to houserule it - In the movies, it's a lot of shooting, but very little hitting, and if you do get hit (Leia's shot to the shoulder in RotJ, Chewbacca getting hit in TFA) it's clearly really bad news. I want to ensure there's lots of fire whizzing about, but getting tagged is a big deal. Then use objectives to ensure it doesn't become 'Waist High Cover Shooter, The RPG'
I mean, if you're looking to houserule and your players are on board, you can just say wound threshold is "the threshold of near-misses until you get hit" and just say only crits are actually hits.

Drone posted:

At least regarding gunporn and ship customizations: while they certainly weren't really brought up in the movies, they've definitely been A Thing in Star Wars for long, long before this current incarnation of the RPG. The lived-in universe and Han & Chewie being shown tinkering with the hot-rodded Millennium Falcon paint a very definite picture of technological customization being important.
The mods are kind of a sore point for me because while I thought that stuff was awesome when I was 13, I just honestly don't have the time or the brain space to deal with it anymore. But I can accept that that's a preference thing and just not deal with it myself.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
It's been a while since I've played, but you probably want a 4 in at least one of the things you want to do most often.

As for race, in EotE a Rodian or Twi'lek are probably your best bets since they give you a leg up on your chosen stats. The special abilities are nice to have, but not something I'd really build a character around.

Using one of those, it looks like it's possible to get two 4s if you really go all in including 10 extra obligation, but that's up to you. You can fill out your talents and skills with the extra starting XP your GM gave you.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
Yeah, to kind of put it into perspective, it would take 100 of your extra 140 XP to get to the bottom of the Politico tree to get just +1 more stat point. Get those stats as high as possible.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

kingcom posted:

3 of your 4 party members are combo wombos so dont feel bad if you dont think you are keeping up with them damage wise.
Yeah, I wouldn't worry too much. Your character is basically a face who can shoot things. With a party like that I suspect that you may actually want to go down the road of improving your social skills before you worry too much about beefing up your murder skills.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
Are any of the premade adventures good for a setting agnostic "assholes in space" game? My group might be starting up a game of this with a GM that's relatively new to the role, and I thought it might be something useful to at least suggest.

We're going to Microscope up a setting for the game since none of us are huge SW nerds (we like it, just not enough to pretend to adhere to the cannon). The GM mostly just really liked the dice when I ran it for her and a different group a few years ago.

Also, anyone have any good suggestions, advice, or house rules? It's been a few years since I've been tuned in to the game, so I'm a bit out of the loop for best practices, etc.

We also have run the Jedi starter adventure with this group, and most of them came away thinking that lightsabers and Jedi are OP compared to the alternatives. Are they actually in practice? I'd like to have an argument for including them if possible, but if they do actually tend to overshadow other characters/weapons/melee builds then I'll suggest we stick to EotE and AoR classes.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

jivjov posted:

You could potentially wait for the release of Genesys; FFG is putting out a game that's setting-agnostic using the same narrative dice as Star Wars.
Oh yeah, I do remember hearing about that now that you mention it. Have they released any details about what changes they're planning? Because unless they're planning on overhauling it, what's there now should suit our purposes just fine.

Full disclosure: I'm not the biggest fan of FFGSW. I think it has either too much or too little held over from WFRP3. And too much Shadowrun thrown in the mix with the massive gear lists.

But the system is serviceable, and it should work fine for what we're looking to do. And I'm honestly curious how it works from the other side of the table.

E:

unseenlibrarian posted:

And honestly until they get some XP under their belt Jedi are actually kind of underpowered compared to other options.

Do not gently caress with the vibroaxe wookie with your force powers and mysticism.
I think it was mostly the lightsabers they were impressed with. Do they still have like a breach value or whatever? And the ability to parry blaster bolts seems really good for a melee build.

Are they balanced by the fact that they're basically a death sentence in the setting? If so we'd have to take that into consideration when building it if we wanted to include FaD.

ImpactVector fucked around with this message at 17:29 on Jul 14, 2017

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

Iceclaw posted:

Well, yeah, pulling a saber out in public means people in black robes showing up rather fast. Also, starting characters in the vanilla aren't supposed to start with a saber, but get one along the way. Overall, by the time Jedi can do powerful stuff, other classes can pull off some impressive poo poo as well.
Ah, gotcha. I assumed F&D chars could start with one. Glad it's still pretty balanced.

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost

karmicknight posted:

We cannot hold it against those that enjoy the trappings of fascism in an ironic fashion
Says who?

ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
I personally prefer to say "yes you know something about it, but it's something you didn't want to hear" rather than give players false information. That way lies active metagaming. It's the "reveal an unwelcome truth" thing from *World games.

Honestly you could take the entire GM section of your favorite *World and slot it in for the "I don't know what to do with all these Threats/Despairs" in EotE.

Which, now that I think about it, is exactly what I did last time I ran EotE. *World games are basically primers on how to run improvisational games.

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ImpactVector
Feb 24, 2007

HAHAHAHA FOOLS!!
I AM SO SMART!

Uh oh. What did he do now?

Nap Ghost
They got rid of the cards and stuff and moved some of that crunch into the career trees, but I've never used that stuff for enemies.

And overall there's quite a bit less crunch. The symbol spending moved from the cards to a generic list. I personally think that makes the combat kind of same-y and boring, but it's certainly quite a bit more accessible. You need a very specific group mindset to dive headfirst into those giant piles of cards.

I hate running in the actual SW universe because I'm not a big EU guy and there's always one at the table frowning and shaking his head disappointedly. So we've used the system as a generic sci-fi thing a few times.

It helps if the world has a lot of the same assumptions: The sci-fi is pretty soft, ships have some means of FTL, there's psychic junk in there somewhere (or you just leave those books completely out of it), and melee is a thing that happens.

We played out a session of Microscope to build our universe and it worked out pretty well. You just need to make sure everyone keeps in mind that you're trying to build a SW-like universe, even if some of the details are different.

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