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#81 Josep Maria

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Posted 05 December 2014 - 01:22 AM

No! Your mistake will be here for the rest of the eternity! MWA HA HA HA HA!!!

 

Sorry, to much sugar in my cereals this morning XD


Edited by Josep Maria, 05 December 2014 - 04:53 PM.

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#82 Jamwes

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Posted 05 December 2014 - 08:42 AM

I'm just responding to what Devon Morningfire said.  I didn't realize he (he?) was a Developer or that responding in that way was incorrect on this part of the forum.  My apologies.

 

I did not mean to infer that Devon was a developer. What I meant by developer answered questions are the questions sent through the offical FFG rules question tool on this website. Those questions are typically answered by FFG Sam through email. This thread is for forum goers to post their questions and answers they received through that service.



#83 MKX

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Posted 17 December 2014 - 06:39 PM

Got a query on the DVI remote ship activator's range-

 

Rule Question:
Remote DVI Activator (Suns of Fortune)
What's the range on these- Planetary or Personal scale?
 

Spoiler



#84 kaosoe

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Posted 19 December 2014 - 07:53 AM

Added the following questions to the list:

 

Model 2 Wrist Mount Attachment

Question asked by Awayputurwpn:

When a blaster with this attachment is worn on a being's wrist, does the character consider the weapon to be "drawn?" More to the point, must the character take a maneuver to "ready" the wrist-blaster, or is it just always ready to be used once it's mounted on your wrist?

 

Answered by Sam Stewart:

Your character does count as having the weapon out and ready if it's worn on his wrist, unless other circumstances (such as wearing a spacesuit over it!) would make this impractical.

 

Remote DVI Activator

Question asked by MKX:

when a blaster with this attachment is worn on a being's wrist, does the character consider the weapon to be "drawn?" More to the point, must the character take a maneuver to "ready" the wrist-blaster, or is it just always ready to be used once it's mounted on your wrist?

 

Answered by Sam Stewart:

The range of the DVI Activator is 5 kilometers. Generally this will be close range in planetary scale, but may also count as short range in planetary scale at the GM’s discretion.

 

The Move Force Power

 

Question asked by Kaosoe:

The book states that "if the player wants to use Move to throw multiple objects at multiple targets, he may do so using all the rules for hitting targets with the Auto-fire quality"

 

First question:

 

It's unclear to me if the autofire rules are used when throwing multiple objects due to activating Magnitude upgrades, or when trying to throw multiple objects without using the magnitude upgrades.

For example, if I am a force user wanting throwing a silhouette 0 sized stone at a 2 stormtroopers at short range. Would I...

 

1.) Use autofire rules and not bother activating the magnitude upgrade.

 

Or...

 

2.) Use autofire rules and still have to activate the magnitude upgrade.

 

Does this mean the PC can use the control upgrade to move two objects (assuming the necessary pips to activate any other upgrades for range and strength) as long as the difficulty is adjusted using the autofire rules? Or must the character also activate the necessary Magnitude upgrades as well

 

Second Question:

The Range upgrade says I can spend force points to increase maximum range at which he Force user can move an object. There is some disagreement between me and my players with what this means.

 

By default a Force user can move an object at short range. If I activate all three range upgrades, would my character be able to move an object that is starting at Extreme range from my character, or just move an object from short range all the way to extreme range if I want?

 

Answered by Sam Stewart:

To your first question, you would still have to activate Magnitude to throw multiple objects. So you’d have to spend all the Force points, and increase the difficulty, and target the most difficult target.

 

To your second question, range upgrades increase the range that you can start effecting objects.


Edited by kaosoe, 20 December 2014 - 07:24 AM.

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#85 Dakkar98

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Posted 19 December 2014 - 07:16 PM

I sent Sam a few questions that have come up in our gaming group:

I have a couple of questions that I asked before, but never got an answer for. So here they come again:

1. What are the rest of the stats for the ESPO Riot gun?
I was thinking of having it be counted as a blaster rifle that had its damage reduced by two and its range reduced to medium in order to add the autofire option, making it Encumbrance 4 with 4 Hard Points.

 

Hello Mr. Simms,

 

The ESPO riot gun does not currently have additional stats. If you need to invent an encumbrance and number of hard points for it, however, your estimation is certainly reasonable, though it may or may not match up with the weapon’s stats if this weapon is released in a future supplement as a PC purchasable weapon.
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

 

2. In the forums, I think that a lot of gamers are really misinterpreting the purpose of Brace.
Brace: "As a maneuver, the character may Brace himself. This allows a character to remove one setback die per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, or other disruptive physical obstacles that would make a skill check more difficult.

Thus far the only real example given in the book of setback dice being applied for changing conditions is gravity, and according to the book zero gravity doesn't apply any setback dice, so brace is really without examples of use. So, it is really open to a lot of misinterpretation.

I interpret it as being used to Brace himself against changing conditions. Now in that line of thought, cover (while it is a "physical obstacle") is not a changing condition, if anything it is a static condition otherwise it wouldn't be able to be used as cover.

Changing conditions that I would impose setback dice for that could be offset by the use of Brace would include situations like:

Luke bracing himself before he leaps from the back of Leia's speeder bike onto the back of the scout troopers speeder bike, certainly the speeder bikes zipping along at a couple hundred KMH would impose a set back die or two to an athletics check as they are weaving in and out of the trees.

Attempting to scale a cliff or a building in high winds would impose set back dice that could be offset by the climber bracing himself before each climb check to make sure he doesn't lose his footing or his grip.

When you're facing backwards standing up in the seat of your buddies XP-34 land speeder taking shots at the ganger's chasing you. Bracing yourself before taking your shot will offset the setback dice imposed when your buddy swerves to avoid oncoming traffic or stops suddenly to avoid hitting a pedestrian.

Using coordination to walk a tightrope or narrow blank between buildings in windy conditions would benefit from bracing.

Obi-wan and Anakin probably used bracing more than once while fighting on the various pieces of junk floating in the lava on Mustafar, as things tipped and shifted.

Probably dating myself with this one, but the fight scene between Flash Gordon and Prince Barin in the arena in Prince Vultan's flying city, they would have need to brace every time that platform shifted just to stay on their feet.

Trying to Brawl with someone on top of a bullet train.

This is my interpretation of how Brace is supposed to be used, heck it might even be accurate.

The only thing I have a hard time understanding is why so many specialization have access to it, unless it was their intention to prepare a lot of characters to be placed in highly cinematic scenes like this, but then forgot to detail exactly under what circumstances it would come into play.

Could you please offer some clarification on the Brace maneuver?

 

Hello Mr. Simms,

 
The examples you offered for when to use the Brace maneuver are all spot on, actually. These are exactly the situations the maneuver would be used. 

 

Hope this helps!
 
Sam Stewart
Senior RPG Producer

Fantasy Flight Games

 

3. On the opposite side of the spectrum. Defense Zones. On page 228 of the EoTECRB, it states under Silhouette and Defense Zones the following:

"Every ship comes with a pre-set defense rating for each of its defense zones dictated by its computer system and the factory settings of its shield generators. The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size."

I believe this speaks as to the limitations of the craft, not limitations on the individual piloting it.

In the forums they are convinced that the cap of 4 Defense applies to the talent Defensive Driving and anything similar.

I believe the intention to have talents break that cap, otherwise they would specify within the text of the talent. If Defensive Driving was meant to be beholden to the cap of 4, would it not mention it in the talent's description, also as of this moment it is possible to possess 5 ranks Defensive Driving. 1 from Pilot, 1 from Driver, 1 from Fringer, and 2 from Squadron Leader. When the talent tree for the Hot Shot comes out, there will likely be 1 or 2 more available there.

I believe that Defensive Driving talent allows you to make your Defense exceed that of the ship's spec's, because the idea of Defensive Driving is you making the ship not be where the shots go?

Attributes cap at 6, on page 92 "During the course of play, no characteristic can be increased higher than 6."

On page 134, Dedication "Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six."

Defense caps at 4, on Page 228, "The maximum amount of defense a ship or vehicle can have in any of its defense zones is four points, regardless of its size.ā?¯

On page 134, Defensive Driving "Any vehicle the character pilots has its defense rating on all zones increased by one per rank of Defensive Driving."

The is no text in Defensive Driving to suggest that it is limited to the cap set on page 228.

Does the cap of 4 Defense for ships and vehicles apply to talents as well?
~OR~
Are talents meant to take the individual above and beyond the limitations of the vessel he is piloting?

 

Hello Mr. Simms,


On the other hand, the defense gained from Defensive Driving does fall under the limitation of the no more than defense 4 in any zone. If you managed to purchase five ranks of Defensive Driving across four or five different specializations, the fifth rank would be useless. 
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

 

4. On page 159 of the EoTECRB, under repairing gear, it states the following:
The cost of the repairs is equal to a percentage of the weapon's base cost, 25% if it's a minor repair, 50% if it's a moderate repair, and 100% if it requires major work. Reduce the total by 10% for each Advantage received on the Repair roll if the character is doing it himself. [A Non-Player Character weaponsmith won't reduce his price for his skill.]
I interpret this as if the weapons costs 1000 credits and it requires moderate repairs that cost is 500 credits. If the roll generates 5 advantages the 500 credit cost is reduced by 50% to 250 credits.
One of my players interprets this that if the weapons costs 1000 credits and it requires moderate repairs that cost is 50% of the cost of the weapon. If the roll generates 5 advantages, the cost of 50% is reduced by 10% for each advantage and it would actually cost him 0% to repair.
Which of the interpretations is correct?
Calculate an amount and reduce the amount based on the number of advantages generated,
~OR~
Calculate the percentage and reduce the percentage based on the number of advantages generated.
 

Hello Mr. Simms,

 
When making repairs, you first determine the total cost of the repair, then you make the roll. So you’d apply the 50% modifier, then make the roll. Any Advantage would reduce the total (50% of 1000 credits, which is 500 credits) by 10%. So 5 Advantage would reduce 500 credits by 50%, meaning the total cost after roll would be 250 credits, not zero credits.
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

 

5. Also to you make the repair roll first to determine what parts you need, then go shopping for them?
~OR~
Do you have to go buy the 500 credits worth of parts and then you are left with parts that you can use next time?
Personally I think that it would be silly to go buy 500 credits worth of parts only to be left with 250 credits worth that the merchant probably won't let you return.

 

Sam didn't answer this one, but I can gather that based on the answer to number 4, that you make the roll, then go shopping for the parts.

6. Multiple Crits on minion groups.
If you are using a vibro-knfe with a mono-molecular edge and get 3 advantage on a successful hit against a minion group of 4 do you instantly kill 3 and apply whatever wounds you inflict on the last?
In other words, If you achieve multiple critical hits against a minion group, do you instantly kill one minion per critical hit inflicted?

 

Hello Mr. Simms,

 
You can only generate one Critical Injury per hit, so one hit against a minion group can only generate one Critical Injury. Therefore the additional Advantage would not kill additional minions.
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

 

7. Clarification on Jury Rigged

The "decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one" effect of the Jury Rigged Talent can be applied to Stun Gloves to reduce the cost to activate the Stun effect to only one advantage, or applied to Brass Knuckles to reduce the cost to activate Disorient to only 1 advantage.

Is that correctly applied in both cases?

Likewise, can it be applied to a weapon with autofire to reduce the cost to activate autofire to only 1 advantage?  

 

Hello Mr. Simms,

 
You are correct in all three cases. 
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

 

 

 

8. None of the Classes in Force and Destiny say that you "Gain Force Rating of 1" on their talent trees like the Force using Universal Specializations from EotE and AoR.

If you begin with a class that was not Force Sensitive from EotE or AoR (say Colonist/ Doctor).
Can you choose to purchase Healer as your second class, becoming Force Sensitive and granting access to the Force, or must you purchase either Force Sensitive Exile, or Force Sensitive Emergent before you could add Healer?

 

Hello Mr. Simms,

 
You are correct, none of the specializations in Force and Destiny give you Force Rating 1. So if your career does not make you Force Sensitive (as Force and Destiny's careers do) you must take Exile or Emergent to become Force Sensitive. Note, this does not stop you from taking Healer as a tree, but you will be unable to use any Force talents (including talents that increase your Force Rating; those will be "dormant" until you gain Force Rating 1). 
 
Hope this helps!
 
Sam Stewart
Senior RPG Producer
Fantasy Flight Games

Edited by Dakkar98, 19 December 2014 - 07:19 PM.

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#86 bradknowles

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Posted 19 December 2014 - 11:06 PM

Added the following questions to the list:
 
Model 2 Wrist Mount Attachment
Question asked by Awayputurwpn:
When a blaster with this attachment is worn on a being's wrist, …


Remote DVI Activator
Question asked by MKX:
when a blaster with this attachment is worn on a being's wrist, …


Whoops! Accidentally cut-n-pasted the same paragraph twice, for two different questions.

Otherwise, good stuff! Thanks!

Unless stated otherwise, these are just my personal opinions about how I feel things should work.  Even if I quote chapter and verse of a particular rulebook, only the part that's quoted is likely to actually be official.  Each GM will have to decide for themselves what rules they will use and which ones they won't, and how they will interpret the rules they do use.  That is their right -- and their responsibility.

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#87 kaosoe

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Posted 24 December 2014 - 10:00 AM

Added the following question

 

Brace

Question asked by FuriousGreg:

Can you use the Brace Maneuver to negate the Setback provided by Cover?

 

Answered by Sam Stewart:

NO.


Edited by kaosoe, 24 December 2014 - 11:31 AM.

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#88 Rzrfrictionless

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Posted 05 January 2015 - 05:03 PM

So.. I just thought of something that i can't easily find the answer to. Maybe Im not looking hard enough, but I'll try here anyways.

One of my players recently got himself a therm-axe. And the burn quality got me wondering something.

Does each successful hit deal a separate instance of "burn" to the same target?

Say, he decides to get another hotblade down the line and dual wields. If he hits twice, are there two burn quality damage instances the target takes?

And if the burn lasts multiple rounds, and he scored another hit with the same weapon and applied burn again, would that be considered a totally different instance of burn on top of the previous ones?

Or would the burn quality just be extended? Each hit adding rounds to the duration equal to the burn rating?

Or would each hit "reset" the burn quality back to the beginning of it's burn rating duration?

Any help to clarify this before my player realizes to ask me these things would be appreciated.
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#89 bradknowles

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Posted 05 January 2015 - 10:15 PM

Rzrfrictionless -- this thread exists to allow people to post answers that they have asked the developers by e-mail, along with the responses that the developers have given.

If you want to ask questions of the general forum populace (and not the developers), then post them elsewhere in the forum.

The developers do not officially monitor any of these forums and post any answers. There are a couple of writers who participate here unofficially, but that’s entirely unofficial and on their own time. And they don’t post in this thread.

Thanks!

Unless stated otherwise, these are just my personal opinions about how I feel things should work.  Even if I quote chapter and verse of a particular rulebook, only the part that's quoted is likely to actually be official.  Each GM will have to decide for themselves what rules they will use and which ones they won't, and how they will interpret the rules they do use.  That is their right -- and their responsibility.

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#90 bradknowles

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Posted 06 January 2015 - 06:39 PM

Just to be clear, in order to contact the game developers about “Rules Questions”, there is a web form at http://www.fantasyfl...om/edge_faq.asp which I believe we are supposed to use.


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Unless stated otherwise, these are just my personal opinions about how I feel things should work.  Even if I quote chapter and verse of a particular rulebook, only the part that's quoted is likely to actually be official.  Each GM will have to decide for themselves what rules they will use and which ones they won't, and how they will interpret the rules they do use.  That is their right -- and their responsibility.

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"Dice Probability Generator" by Litheon: http://community.fan...lity-generator/


#91 Fiachra

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Posted 08 January 2015 - 10:58 AM

I'm certain this must of been asked already but could not spot it so I'll ask..

 

Will there be future editions of the core rulebooks with the supplements included or alternativly will the supplementals be gathered and published in one volume themselves?



#92 Donovan Morningfire

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Posted 08 January 2015 - 03:40 PM

I'm certain this must of been asked already but could not spot it so I'll ask..

 

Will there be future editions of the core rulebooks with the supplements included or alternativly will the supplementals be gathered and published in one volume themselves?

First off, FFG's default answer on any future products is "we can't discuss that."

 

Also, highly doubtful.  FFG is a "for profit" company and exists to make money.  Bottom line, supplements sell, so there's very little incentive for FFG to combine everything into a single volume, particularly as said book would be extremely heavy and very expensive.  Remember, there's currently no provision in their license to publish for-sale PDF products, so that approach is off the table entirely.


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#93 StrikerB13

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Posted 09 January 2015 - 01:30 PM

I have a question that my GM wasn't able really answer, so we thought we'd ask here.

 

Could the force power move be used to force choke someone? 



#94 kaosoe

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Posted 09 January 2015 - 01:44 PM

I have a question that my GM wasn't able really answer, so we thought we'd ask here.

 

Could the force power move be used to force choke someone? 

In the Force and Destiny beta book, there is a power called Bind that is specifically noted as representing the "Force choke" ability. You can certainly reflavor move to be a poor man's force choke, but Bind might have the better effect.


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#95 Josep Maria

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Posted 14 January 2015 - 01:52 PM

About Stats

 

Josep Maria

 

I have a doubt about stats. Maybe I missed something.

"Characteristic ratings for both PCs and NPCs generally range from one to six. Some exception exist, especially in powerful or unique cases - for example, a rancor likely has a Brawn rating much higer than one of the PC's. NPCs like Darth Vader, Yoda, Han Solo, and other exceptional individual from the Star Wars universe likely have abilities well beyond the scope of your typical starting NPC."

I missed something in my explanation here http://community.fan...6/#entry1366973 or there is something I haven't catch about general mechanics? Not sure of that sentence from the book was a "pre-concept" idea and after that you changed Rancors Attributes with alternative stats like extra damage or Soak.

Take care!

 

Sam

 

Hi Josep,

 

Well, at a Brawn of 6, a Rancor probably does have a Brawn rating higher than most PCs! Kidding aside, though, the sentence leaves open the idea that some NPCs could have a very high Brawn. However in most cases, we don't want to do too high of a characteristic rating so that the dice pool doesn't get out of hand. Extra damage and soak can also be used to help simulate particularly big beasts.

 

Cheers,

 

Sam


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#96 Josep Maria

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Posted 14 January 2015 - 01:55 PM

A long one linked to "Force Aid"

 

Josep

 

Two (or even more) Force users try to pull up somethimg with Move. I imagine that the Discipline (or other skill in other cases) will follow the cooperation rules.

a. Use one Ranks and the other Attribute
b. Add boosts.

No problem here, pretty clear. But, with Force Rating, they just stack their FR?

So, two users with FR 2 and 3, will roll FR 5 or there is anything else that I miss.

Thanks a lot!

 

Sam

 

Hi Josep,

 

As to your main question, though, right now there is no way for Force users to add their Force Ratings together for a combined check. It's something that we're staying away from at the moment, because of the silliness that could occur especially at low level gameplay. So according to the rules as written, you could contribute skill ranks or characteristic ranks, or you could add Boost dice, but you wouldn't add Force rating. 

 

Hope that helps clear things up!

 

Josep

 

About Powers and FR. I suppose that you watch (as a good SW geek XD) Clone Wars and Rebels. There are a few chapters where Jedi use Force together like:

 

- Doing an Influence: Control to Cad Bane (Obi, Windu, Anakin)

- Using Protect to create and extend a bubble (Obi, Anakin and a third Jedi?)

- Doing a massive Farseeing (Jedi Council)

- Open a door lock (Move: Control - Fine manipulation) with the Force (Ezra and Kanan)

 

On those samples, probably only the first two gets clear benefits of cooperation with Boosts or combining higher Ranks/Attributes. The other two ones doesn't seem that get benefit from cooperation rules, ony "extra pips" would helpe there.

 

So, in those cases you let it to cinematic scenes or maybe cooperation with the Force would have some extra benefits?

 

Thanks again for the quick answer :)

 

Sam

 

Hi Josep,

 

I think in the second two cases, the farseeing and the door unlocking, they could be a situation where the GM has both people attempt the check. It's not so much a case of cooperation (mechanically speaking) as it could be a case where the task is too much for one person, so both must succeed to accomplish it.

 

Then again, you could simply treat it as a cinematic scene. The reason we don't have an "aid to add Force Rating" action is because adding a Force die to a check is way more powerful than adding a Boost die, and can even be more potent than combining skills and characteristics. Simply put, it could short-circuit some aspect of the game system.

 

Take care,

Sam


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