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I had some success with adding non-combat elements and reinforcement timers to encounters. In EotE at least there shouldn't be very many cases where the PCs only goal is to kill people; normally they want to achieve a goal that those people are in the way of. If they want to steal a car and the cops will arrive in ~5 rounds once fighting starts, the emphasis is on the rest of the party to hotwire it and rev the engine before they do. Patrolling thugs, wave upon wave of stormtroopers, closing blast doors... All these things make it more cinematic as well. Plus you get to use Nemises in a satisfying, Vader-like way to keep the pressure on them rather than just as tougher enemies.
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# ¿ Nov 2, 2014 17:20 |
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# ¿ Apr 28, 2024 09:19 |
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Do we know if Stay On Target is really out on the 1st of December? FFG, release dates etc. but since Forbidden Planet have dropped SWRPG it'd be a trek to pick it up from a local store rather than Amazon.
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# ¿ Nov 29, 2014 18:43 |
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Yeah, I think once PCs have armoured clothing and 2 ranks of Dodge/Sidestep/that soak-boosting talent everything starts to work out. The agile characters are hit infrequently for high damage at the cost of strain, the tanks are hit regularly for low damage. My party has 1 char who doesn't have any survivability-boosting talents and he's noticably more squishy. Combats definitely don't last long, probably around 4-5 rounds, but I was under the impression that was considered the sweet spot.
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# ¿ Dec 17, 2014 15:07 |
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Having run into issues with PC ships being too flimsy in the past, I'm wondering what opinion people'd have on this fairly simple change: Ships don't shut down when their damage exceeds their hull threshold. Instead, when a ship takes damage in excess of its hull threshold, it suffers an equal amount of system strain and takes a critical hit. Ships shut down when their system strain exceeds their system strain threshold as usual. Pros/Cons: + PC & Nemesis ships effectively gain 50-100% more health, whilst Rivals & Minions don't + Crit effects see more use (currently, ships rarely suffer more than 1 before getting disabled) + Easier to flee when things start going south + Mechanics can make thematic last-ditch attempts to keep a crippled ship together + Lasers & ion weapons no longer attack different health totals, so mixing them isn't counter-synergetic (if that means anything?) = Big ships see a proportionally smaller health buff than small ships, in general (but are more able to regen SS anyway) - Means personal and planetary health mechanics differ - Slightly more complicated - Means PCs are more able to get themselves killed (It's almost impossible to get critted to death in the current system, you shut down first)
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# ¿ Dec 28, 2014 17:29 |
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Major Isoor posted:Also, the backup pilot's not bad; they've got three yellow dice (no greens), so they're only slightly worse than me - however I think the most other people have in gunnery is two greens, unfortunately. It's a slightly tricky situation we're in, there. I don't suppose there's some kind of 'IFF auto-targeting' add-on you can get for ship turrets that make gunners obsolete/unnecessary
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# ¿ Jan 22, 2015 15:49 |
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homullus posted:It's possible I was running it wrong, but I did that race in Jewel of Yavin and it came out all kinds of weird. A guy going pretty slow got all kinds of Advantage and Triumphs, so he actually gained more "places" than the people who floored it. One roll, sure, you explain that they floor it but get caught in a pack of other racers; it kept happening, though, and just got silly. It's also too long., considering the number of rolls you need to make.
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# ¿ Feb 7, 2015 16:42 |
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Fuzz posted:They would but I get the feeling it will never happen because Disney controls the IP and Star Wars is really, really being pushed hard as the feel-good kid-friendly IP of the millennium, and playing as Stormtroopers would sorta undermine that
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# ¿ Feb 11, 2015 20:18 |
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TaurusTorus posted:Are there any limitations on angling defense for large starships? Whats stopping a star destroyer from adding 11 black dice to the front and being unhittable from the front, other than potential flanking by starfighters?
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# ¿ Feb 17, 2015 12:48 |
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TaurusTorus posted:Am I reading the system strain rules and it only matters if strain exceeds the limit, not matches? I'm trying to figure a way to fit proton torpedo launchers on a speeder bike using the oversized weapon mounts and it reduces the system strain threshold to zero, that would mean that it is incapacitated the second it takes a single point of strain, but not before, right?
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# ¿ Mar 21, 2015 15:26 |
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Foxtrot_13 posted:So i just need to find the factory where they were made for the start of the Droid Liberation Army
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# ¿ May 5, 2015 00:40 |
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FISHMANPET posted:My only concern with something on a larger scale is that he's a Thief not a Scoundrel. It probably doesn't matter much in the grand scheme of things, but swindling someone as a sleazy contractor/developer sound much more like a scoundrel thing rather than a thief. But I'm not sure how much the player is invested in being a "thief" vs just a smuggler in general.
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# ¿ May 6, 2015 15:32 |
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Blooming Brilliant posted:So I ran my first game of this yesterday, first time GM'ing as well. It went pretty well and everyone had a laugh which made my day but I've got a couple of questions that came up. Dodge is a talent. If you're using Force and Destiny, there's also Parry/Deflect.
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# ¿ May 17, 2015 12:09 |
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FISHMANPET posted:Man, so I ran a combat where it was Gozanti cruiser (50 HP, 5 armor) vs the party YT-1300, and then another Gozanti carrying 4 TIEs jumps in, and fires, and while the players are making GBS threads their pants, it turns out the second Gozanti is actually an ally and is firing on the first.
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# ¿ May 25, 2015 11:43 |
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Flame112 posted:Adversary only works on combat checks, although I'd assume Vader would have enough discipline/cool that any social checks are going to have a pile of challenge dice even without adversary.
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# ¿ Jun 3, 2015 21:42 |
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ShineDog posted:Howdy.
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# ¿ Dec 27, 2015 10:57 |
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ShineDog posted:OK, we'll see how it goes. The teams NPC lovely broken astromech is the teams medic and I'm sure nothing can ever go wrong there.
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# ¿ Dec 27, 2015 17:22 |
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First make sure they spend all their starting XP on stats, then skills- that means no time spent rooting through talent trees. Then you can try and link the PCs together- when they pick career skills, try having them explain the circumstances they met one other PC in and give that PC a free rank in one of their career skills. E.g. Scoundrel picks Stealth, goes "We met when we tried hiding under the same table in a barfight" (a link that uses Stealth) and gives the other PC a free rank in it. Or "He hired me to fix up his ship" or "We were both hired for a bank job by the same Hutt", that kind of thing.
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# ¿ Jan 29, 2016 17:28 |
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kingcom posted:Yeah in a game where its pretty easy to slam a couple of successive hits, its a nightmare to run with them. A big part of the reason I stopped using the Eote vehicle rules for space fights.
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# ¿ Feb 15, 2016 14:43 |
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I'm the guy who made the flawed ship rules on the last page- I also made some stat cards for ships, the ones I've gotten round to putting online are here. They look like this: As ships have waaay more detailed stats than characters I had to resort to using icons for weapon properties. Hopefully they should be fairly easy to decipher from context.
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# ¿ Mar 12, 2016 15:18 |
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Siivola posted:I don't get why Cirno's making such a big deal out of the whole mechanic. It doesn't do anything
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# ¿ Mar 18, 2016 15:14 |
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Pretty sure the start of the skill section mentions this exact situation as an example of when to use an alternate stat. You don't have to only use skills with their listed stat.
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# ¿ Mar 22, 2016 06:15 |
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HOOLY BOOLY posted:So is True Aim as described in the Age of Rebellion broken as it seems? Basically being able to use any weapon from any range AND decrease the difficulty on top of that? We have been house ruling it to cost strain to do because the group's Sharpshooter at this point has been able to hit perfectly with a pistol from extreme ranges with no penalty otherwise.
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# ¿ Apr 30, 2016 13:03 |
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Pretty sure they say it's 500 credits somewhere in the vehicle weapon rules?
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# ¿ Jul 30, 2016 13:34 |
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PupsOfWar posted:you want the X-wing/ration-pack cost ratio to be a lot smaller than the F-15/sandwich cost ratio, to achieve requisite levels of pulp
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# ¿ Jul 31, 2016 18:10 |
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A lot of prices are just set by bots. Sometimes they get caught in weird loops and prices end up completely insane (as in this example).
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# ¿ Sep 1, 2016 11:39 |
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Beyond The Rim starts with the discovery of a distress beacon from a lost Separatist treasure ship. When they recover the disk, you could have them find out that actually it's a fragment of the navigation records from it (along with basically a sales brochure on 'Why you want to buy this info'). The crime lord had bought the data, but the human stole it to sell elsewhere- unfortunately, his courier was shot down. Of course, it's only a fragment, and they can't use it to find the Treasure Ship. The last record is of the distress beacon being picked up at The Wheel station, though... If they make good with the crime lord by turning in the thief, he can offer to fund their expedition for a share.
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# ¿ Sep 12, 2016 10:57 |
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You get up to 10 wounds/day back from stimpacks, plus around 1-4 per encounter from Medicine. Wounds matter a lot less than criticals do, usually. If your PCs are having trouble, you could let them flip a Destiny point to have another medical treatment, or just reduce downed PCs to 1 free maneuver, 0 actions/turn so whilst they can't attack they can still take part.
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# ¿ Dec 5, 2016 17:51 |
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ProfessorCirno posted:Consider just letting players act as if they had the stimpack item and refluff it, really.
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# ¿ Dec 5, 2016 23:00 |
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FuriousAngle posted:Hey everyone, got another question (Hopefully it's a quick/easy one): Try to avoid active abilities (eg Dodge, Intense Focus) and those with stress costs, as they're fine when you have 1 PC to run, but make running 6-7 NPCs a faff.
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# ¿ Dec 23, 2016 19:31 |
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BetterWeirdthanDead posted:I don't know how up to date or accurate this is, but it at least works as an index. There's no ARC stats but the scout version appears in Force and Destiny's Savage Spirits splat. (I've done a few other ship cards like that here)
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# ¿ Jan 4, 2017 13:17 |
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Nah, starting cutoff is 120k.
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# ¿ Feb 3, 2017 19:37 |
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Soak is applied per hit. Dual-wielding is just better vs poorly-armoured targets. Consider getting 2 damage 6 blaster pistol hits @ 2 success (2x8) vs 1 damage 9 blaster rifle hit @ 2 successes (1x11) Target has a soak of... 2: pistol does 2x6=12, rifle does 9 3: pistol does 2x5=10, rifle does 8 4: pistol does 2x4=8, rifle does 7 5: pistol does 2x3=6, rifle does 6 6: pistol does 2x2=4, rifle does 5 5 is Stormtrooper soak so a good breakpoint for rifles to start winning out. Dual wielding is also more strongly affected by your degrees of success than a rifle- at 1 success, rifle always beats pistol over the listed range, at 3 successes pistol always beats rifle. Don't buff it unless you want your high-level characters to get OP.
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# ¿ Feb 24, 2017 18:21 |
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You only really need one. I'd suggest picking one of the three and getting a core and a few extras for it (e.g. adventures, class books, resources). The cores have a lot of duplicated content between them, and mixing all 3 can lead to slightly unfocused games.
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# ¿ May 31, 2017 18:38 |
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That seems unlikely, it's probably the late-lifecycle malaise that afflicts all RPGs. Sales drop, corporate attention drops, sales drop, repeat. The RPG team have probably moved focus to their generic, since it's too early for a 2nd Edition.
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# ¿ Aug 13, 2017 19:29 |
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Harkano posted:Thanks. That makes more sense. I've got a player speccing for crazy high damage gunnery weapons so just wanted to figure it out. Since it's 11 minus soak each time it's a low lower than I was thinking (theoretically a 33 damage single shot would destroy most things I've put together )
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# ¿ Aug 22, 2017 01:56 |
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PupsOfWar posted:Yeah, it's an awkward situation because autofire seems important to the flavor or ~feel of certain weapons, specs or archetypes.
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# ¿ Aug 22, 2017 14:23 |
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Fuzz posted:But shooting someone multiple times should be allowed. Because, you know, you can do that.
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# ¿ Aug 22, 2017 16:51 |
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Fuzz posted:Then it does become blast, yeah.
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# ¿ Aug 22, 2017 17:47 |
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Elendil004 posted:If you shoot something with limited ammo 8, and you use the linked quality do you use two limited ammo or one?
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# ¿ Oct 14, 2017 17:21 |
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# ¿ Apr 28, 2024 09:19 |
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Elendil004 posted:I would love a dev ruling on this.
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# ¿ Oct 14, 2017 22:20 |