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Krysmphoenix
Jul 29, 2010

jivjov posted:

I've been trying to accomplish that by making the fail-states of various situations exciting and borderline wacky, just to demonstrate that just because you roll a failure on the check doesn't mean Zero Progress.

I've also had luck encouraging physical separation of the PCs. If one guy approaches the guard station and the other 2 are in the truck...well, looks like only one guy gets to chat!

You say that like our success states aren't exciting and borderline wacky. (I'm one of his players by the way.)

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Krysmphoenix
Jul 29, 2010

jivjov posted:

Word of advice to GMs...if you set a fight right outside your party's landed ship, do not be surprised when a character decides that instead of coming outside and beating people up they instead hop in the topside turret and end the fight from there.

I think you should be surprised for everything we come up with in that game. We tricked two Rodians into walking back into their vehicle, knocked them out, and locked up their leader in the bathroom so we could interrogate him. All while my B1 battle droid in a Nexu pelt (that I skinned last session) kept watch with my sniper rifle in case you tried to surprise us with something crazy.

Krysmphoenix
Jul 29, 2010
The Jedi book also is in playtesting right now so that's the main reason why people are talking about it as far as buffs/debuffs go.

Krysmphoenix
Jul 29, 2010
I don't think a droid should be your first character, since droids tend to be very min-maxy and don't follow the rules of other characters with regards to health as much. On the other hand, that is exactly what makes them awesome.

Because of their high starting XP, you can raise a lot of Attributes to 3 or 4, and leave everything you don't feel like you want to use at 1. Of course this means if you use a skill with a 1 attribute...you're kind of screwed and making anything happen out of that is really hard.

But really for every character you make, invest as much starting xp into Attributes at chargen, because you can't raise them later.

Krysmphoenix
Jul 29, 2010
Datapads are so wonderful. We've been treating them like space iPads and pulling off so much bullshit with it to milk those boost dice.

Krysmphoenix
Jul 29, 2010

jivjov posted:

Group 1, consisting of a B1 battle droid, snuck into a warehouse inside a crate full of powdered explosives. They promptly detonated said explosives as a "diversion", creating a Harry Dresden-esque column of blue-green hellfire that burned for at least 30 minutes and shows no signs of slowing down. Somehow this was framed as an industrial accident by a terminally clumsy guard, so "stealth" has been maintained.

As the B1 battle droid, you missed the best part. I couldn't fully unscrew the crate from the inside to get out (fail with advantage), and uses a little bit of the explosives ignited by detaching my finger (success with threat) which shot the bolt out like a bullet. It got a guard's attention. He snooped around for a while, then went back. Then the best idea hit me. "I'm going to do this twice again. Once to get the guard back, and the other to nail him in the head."

By that point I could climb out but I failed my escape roll and caused a lot of the warehouse to topple over getting the attention of the other guards, and killing the guard I knocked out. I dumped an armload of the explosive powder to make it look like it was his fault then folded up and hit in the shelves. I wanted to try to get away undetected, so I shot the placed powder thinking it would only kill the two guards that came to look, but the GM flipped a destiny point and had other plans.

Krysmphoenix
Jul 29, 2010

jivjov posted:

So I was telling you guys about my "stealthy" players? Well, this session, they managed to steal a holocron containing the galaxy's most depraved porno. Stuffed Snooters 2: Snoots&Glutes. RodianxHutt, starring the offspring of the party's employer. (Guest appearance in Scene 3 by Space-Sasha Gray)

Hey, you gave me that porn as the result of my "searching for anything valuable" last session, the rest of them had fun and started naming it while recapping the session to the person who missed last session.

Krysmphoenix
Jul 29, 2010

jivjov posted:

I choose to believe that your droid character spent the time between sessions committing every single glorious frame of said porno to memory.

Yes, the entire time between sessions consisting of "I blew up a warehouse" and "I am now running away from the warehouse I just blew up"

Krysmphoenix
Jul 29, 2010

Sushi in Yiddish posted:

Any advice for running a game with a larger group (6-7)? Seems like the game is better balanced for smaller groups.

Let the characters diversify and specialize. Not everyone needs to be good for combat. I mean, C-3PO and R2-D2 were drat useless in combat.

Krysmphoenix
Jul 29, 2010

FISHMANPET posted:

Space combat is truly atrocious, especially as you try and design more complex encounters.

I've joked with our GM that rather than doing space combat, we should hack together some version of X-Wing staged-encounters and use that for our campaign.

Krysmphoenix
Jul 29, 2010

echopapa posted:

(Q: How many of the Star Wars movies have the heroes fight their way out of captivity? A: All of them.)

Yeah, this is the thing I like about this system. Filling out Wounds in combat does not mean you die, just that Plot happens to you.

Krysmphoenix
Jul 29, 2010

Commissar Canuck posted:

I want to make sure I understand Force powers in the F&D book. For example, I have a rank in Heal and want to attempt to use it. I have a Force Ranking of one so I roll a single die. I roll a white symbol so I can use that power, then? If I get the double white can I use it twice in a row? How long do I have to wait to attempt to use Heal again if I get a black result and don't want to take the morality hit (or, since we're using EotE's system, I just refuse to take the "easy" path to keep things simple)?

You're right on pretty much everything, except for the double part. In the expanded text of the power (pg 293, right at the top) you can't activate Heal/Harm multiple times. You can only spend any extra pips on Range/Magnitude/Control/Whatever.

As for waiting to use Heal again...that same text says Heal counts as one use of a Stimpack, so only a target may benefit from Heal/Stimpacks a combined total of 5 times per day. Happily, Heal doesn't have the degrading use that Stimpacks give. That said, the rules are vague but I would take this whole text to mean that if you don't succeed the roll by not rolling white or not using black pips, it uses up a use of Heal/Stimpacks even though you didn't succeed. Heal is a faster power, potentially more effective and way cheaper than Stimpacks, but a little less reliable since you're not burning credits.

Also worth noting is that, Medicine checks have to be used during some kind of break or downtime and I vaguely recall being only once a day. Stimpacks can be used as a maneuver, and Heal is just an action. So just having Heal makes the entire Wound recovery part of Medicine redundant for long downtimes.

Krysmphoenix
Jul 29, 2010

Commissar Canuck posted:

Thanks! One more question, I assume the deeper parts of a Force power tree only become worth taking once I have more Force levels? Since many of them require using pips that would otherwise be used doing the power? Or do you still roll your Force level in dice even if you have a die dedicated to a power already?

If a die is dedicated elsewhere (talent or power) you don't roll it until it's undedicated. Force powers honestly feel really underwhelming by how hard it is to get them to work consistently. It's a whole different feel than in the movies where every use of the Force carries risk. More like Luke in episode V where he struggles to get his lightsaber.

Krysmphoenix
Jul 29, 2010
Alright, after nearly spoiling myself, I'm just going to unbookmark this thread until tomorrow's game then. It better be a good ones!

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Krysmphoenix
Jul 29, 2010

HOOLY BOOLY posted:

I'm assuming you already have plans for Temple Guards? :getin: or maybe doing the whole medallion system they had on the show? Give them one for free, have a guard jump out and take it as a warning to watching out. Then maybe hide 2 halfs of another somewhere in your temple. This assuming you already have a map everything planned out as well?
You son of a bitch. We dropped one of the halves through reckless use of Move during the Shrine of the Silver Monkey Lizard. The room was so terrifying that we had to make a fear check the moment we stepped in, and I got 3 failures on my roll.

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