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Strange Cares
Nov 22, 2007



I'm trying to think of an EoTE one-shot adventure hook for a party consisting of:
A clone soldier deserter who specializes in heavy weaponry named "Artillery" (Artie for short)
A droid mechanic who used to be a companion to a jedi during the clone wars and tried to become a jedi before realizing that droids can't use the force, so now is just mechanically spiritual
A Bothan doctor on the run from crime bosses after falsely practicing chiropracty and stealing their diamonds
A generic scoundrel-type gunslinger.

Any suggestions? Right now I'm leaning towards some kind of heist but I'd like to tie in the characters backstories somehow.

Strange Cares fucked around with this message at 15:07 on Apr 24, 2019

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Strange Cares
Nov 22, 2007



jivjov posted:

easiest thing to do would be to make the heist something of Clone Wars vintage. A crashed separatist ship or old Republic listening post or something?

Are the doctor and gunslinger old enough to have been doing stuff during the war? You could flash back and do an encounter during a battle or something.

Soup Inspector posted:

Bonus points if the crime bosses who are after the doctor are also trying to steal whatever's in the crashed ship/listening post. Perhaps they're also interested in the gunslinger for whatever reason would be appropriate (their skill? They've had a run-in with the gunslinger in the past?) and they'd be happy to leave the group alone... if they sell their droid to them (after all, when you've been working around Jedi you've probably got some very valuable data in your databanks). Or maybe they try to take the droid by force instead. Though of course you should probably be careful with the droid suggestion since it would suck for the droid's player if the rest of the party went "Okay, have fun!" and just forked the droid over.

This is all great. I don't know if the gunslinger will have a backstory that involves the clone wars but I can just ask the player if he doesn't mind including that. I'm thinking some kind of crash on a planet with a hostile environment to recover stuff for a job, they have to get into the ship, there's some cool puzzles/stuff in there to navigate, they meet the crime lords already there, bing bam boom fight scene, the mechanic repairs the ship to fly again, they get chased out of the atmosphere in a stuttery old ship that nonetheless has big-rear end cannons, hyperspace jump, end of one-shot.

Thanks so much!

Strange Cares
Nov 22, 2007



Fuzz posted:

Chiropractors aren't really doctors. :eng101:

Part of his backstory is that he's a doctor who was asked to do chiropracty by a crime boss and despite it being fake, he couldn't refuse. so when it didn't work, he went on the run and stole some diamonds along his way.
:thejoke:

Strange Cares
Nov 22, 2007



thorsilver posted:

So I've been playing DnD 5e during this interminable pandemic, and I've had real trouble trying to get anything else going. I've tried to convince my group to try FFG Wars with me, but I made the mistake of mentioning the 5e Star Wars conversion and they want to play that instead, but I definitely don't want to run that.

Anybody had any success tempting people to play Star Wars who feel 5e is the best RPG and there's no reason to play anything else? I really struggle to pitch this to them, and what I think are selling points -- unique narrative dice system that does a hell of a lot more than pass/fail/crit, etc. -- don't seem to move the needle.

Failing that, is there any place I might dig up a good online group? I'm not sure where to look now that the FFG forums got nuked.

There's a whole facebook group called "I'm Begging you to Play Another RPG" that's literally people talking about the problem that you've had and also chatting about other non-5e rpgs.
You could probably find a group there too!

Strange Cares
Nov 22, 2007



Elendil004 posted:

Ah melee only ok makes sense.

A marauder with a jetpack is incredibly fun and stupid

Strange Cares
Nov 22, 2007



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.

Strange Cares
Nov 22, 2007



PantsOptional posted:

I'm putting together an encounter in which I want to have a bunch of individual minions group up as the fight goes on so as to indicate to the players that they need to deal with this problem early on. I can't find anything one way or the other about this in the rules. My main question is one of how to handle the initiative as they group up - is there any guidance as to which slots to remove from the track?

Or am I thinking about this all wrong and the slots don't move off the track at all, and it's just the eligibility to use them changes? To give an example, let's say we have three minions, operating in initiative slots 6, 4, and 2 (descending, and very generalized). Two of the minions group up on the first round. During the second round, we would still have NPC slots at 6, 4, and 2, but only two of those slots can be used. Is this a better way of thinking about it?



If you want to completely murder your players, leave the initiatives in the stack - a minion group is exponentially more dangerous than an individual minion as it grows, and letting a group go multiple times will reduce players to atoms.

In-fiction, I think it makes the most sense for the minions to lose initiative slots - after all, what makes them a group is that they're acting in unison, which detracts from the flexibility that acting alone gives you, in exchange for greater focuses firepower. Since that's slower, probably dropping the highest initiative makes the most sense, unless they're some kind of specialist that is extra quick/coordinated/good at teamwork/whatever.

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Strange Cares
Nov 22, 2007



Servetus posted:

I refuse to do the accent though.

I have a standing policy of voicing Toydarians with Foggy Bottom Southern Plantation Owners accents. A world of Foghorn Leghorns

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