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Two questions: When is release and how is the combat?


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#1 MrHemlocks

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Posted 26 February 2013 - 01:50 AM

Is there a date when this game is to be released? I hope if is soon because it looks real interesting and I am sure my group would like to play it.

Also, what is the combat like? Is it watered down and real basic like AD&D  or does it use hit locations with crits and charts?



#2 mouthymerc

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Posted 26 February 2013 - 02:48 AM

MrHemlocks said:

Is there a date when this game is to be released? I hope if is soon because it looks real interesting and I am sure my group would like to play it.

No date per se, but it is to be released in the spring at some point. Whether early spring or late only time will tell. I imagine, though, what with the noise this game is making, FFG would like to get it out sooner rather than later, so they are endeavering to get it to us as soon as possible.

MrHemlocks said:

Also, what is the combat like? Is it watered down and real basic like AD&D  or does it use hit locations with crits and charts?

This is a narrative game and the specialized dice play into that. Combat can be played straight forward, but the dice allow for some embellishment, even on a miss. There are criticals, but no hit locations beyond how the action is described. It is not that minute on the details. Generally speaking, the dice allow for some sort of action, hit or miss, whether it is describing how terrific your hit was, or describing how your miss helps your fellow scoundrel, or allowing the GM to describe how badly you missed. It is a refreshing change from more linear dice mechanics which basically amount to hit or miss with nothing in between.


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#3 KommissarK

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Posted 26 February 2013 - 03:12 AM

Its worth noting that the game mechanics are so narrative that range is measured in abstract bands out from a particular scene - that is to say, ranges on blasters are not specific.

One combat turn has no set length, but it can easily represent 1-4 minutes. It does a good job of recreating that Star Wars movie feel.

But if you're concerned about "watered down" combat, you might be dissappointed. This game is fairly simplified. No need for hit locations, and really, no need for a tactical map (as once again, ranges are quite vague).



#4 DeadInkPen

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Posted 26 February 2013 - 03:59 AM

As for release, my LGS said that the Book, GM Kit, and dice showed up as something for them to preorder. But no date was put with it. 



#5 Aazlain

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Posted 26 February 2013 - 05:49 AM

MrHemlocks said:

Also, what is the combat like? Is it watered down and real basic like AD&D…?

If you include D&D in the watered down category category, then I would venture that EotE will probably fell very simplistic to you. EotE combat is intended to be cinematic. It does not try to be realistic.

You might want to try the beginner game first to make sure it's suited for your taste. Combat wise, the only difference I can think of between the beginner and the core edition is that they use a simplified critical injury mechanic. It should give you a good idea of how the core game will work.

(note: I might be misinterpreting you post depending if by AD&D you're refering tho the franchise as a whole or a specific older edition)


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#6 Yoshiyahu

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Posted 26 February 2013 - 07:21 AM

MrHemlocks said:

Is there a date when this game is to be released? I hope if is soon because it looks real interesting and I am sure my group would like to play it.

Also, what is the combat like? Is it watered down and real basic like AD&D  or does it use hit locations with crits and charts?

As has already been stated, "Q2 2013" is the only release date we've been given so far.

As far as combat is concerned, there is a critical hit chart (based on a d100 roll) to determine the type of critical injury, though it doesn't necessarily determine which body part is hit. Without knowing your baseline or what you're looking for in terms of combat, it's hard to say if you'd think it's watered down, but it's a lot more "free form" and less tactically rules-heavy than most d20 based games, such as D&D or Star Wars Saga Edition. 

I mean, it's definitely not F.A.T.A.L.


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#7 JesterOC

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Posted 26 February 2013 - 07:37 AM

Combat is fast, fun and epic.  There are a lot of combat options avaialbe to keep you from saying, I shoot my blaster. And even if you do just say I shoot that every time, the dice system encourages multiple outcomes and options.  Using the AIM manuever from the BETA as an example, it can be used two ways… one the obvious way is to make it easier to hit. Or you could use it to hit a specific item, or part of your target. This was only partialiy codeified, meaning it explained to do so you have a harder time to hit, but it leaves it up to the GM do determine the outcome of a success in that case.

This would most likely be talked about before the roll. So you can say.. if I aim for his rocket pack can I disable it?  The GM can present you with the possible outcomes. Perhaps yes, if you hit it, it is out for the encoutner, or perhaps yes, but it is tough tech and you would need to score a crit to disable it for the encounter a normal hit will just disable it for a few rounds.

So in a way it is much more detailed than D&D, but it has not all been laided out and codified as 3.5 or 4e.

 



#8 Donovan Morningfire

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Posted 27 February 2013 - 12:57 AM

As others have said, the combat system used in EotE and its sibling games (when they get released) is going to be very "simplistic" with a focus more on narrative than tactical movement or hard ranges.  So if you consider AD&D to be "watered down," then I can't imagine you'd find EotE's combat system to be to your liking if you prefer a "hard tacti-crunch" system.

Yoshiyahu said:

I mean, it's definitely not F.A.T.A.L.

And thank the Maker for that!


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#9 Pour Le Merite

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Posted 27 February 2013 - 03:41 AM

The combat system is sure different from D&D, and more fatal for that matter. A stormtropper will be a hard challenge for a new character and even an experienced character cant take too much of a beating.

It is different and pretty fun.

That said, if you want hit locations and such in a Star wars game the only choice you have is using the more advanced rules from "Basic roleplaying".

No starwars RPG had had hit locations. Then again, since combat is more dangerous than D6, D20 or Saga (Sagas combat is worst even if it also is more advanced than the rest, feels nothing like the movies) that makes it more fun.

I would say it is the best SW RPG made (but the Jedi box might mess that up later, D20 and D20 revised were fun until you played to lvl 7 when it got so unbalanced it just got annoying so first impressions isnt always right).

I think you should give it a shot.



#10 aramis

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Posted 27 February 2013 - 01:29 PM

MrHemlocks said:

Is there a date when this game is to be released? I hope if is soon because it looks real interesting and I am sure my group would like to play it.

Also, what is the combat like? Is it watered down and real basic like AD&D  or does it use hit locations with crits and charts?

Release date "Spring 2013" which usually means April, May or June.

Combat… 

Fast, Furious, Fun.

The initiative is roll to generate a slot for your side using a skill. (which skill is context determined - Cool or Vigilance)

When your side's slot is up, one player who has not yet gone this round takes their turn.

On your turn, do one maneuver, and one action. To get a second maneuver, either skip your action or take 2 stress.

Rolls to hit in personal combat are based upon range; in ship combat, upon relative size of ships.

Damage is based upon weapon and how well you hit. Armor worn can either absorb some damage or make you harder to hit, a rare few do both.



#11 Kabal

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Posted 28 February 2013 - 07:44 AM

I don't know about the full combat mechanics, but I do have the starter game box. My gaming group ran the starter adventure, and part of the downloaded Long Arm of the Hutt adventure. We then recorded our thoughts on the combat mechanics in an episode of a podcast that we regularly tape.

If you want to check it out, it can be found at http://outofthebasem...-episode-7.html



#12 Diggles

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Posted 28 February 2013 - 09:11 AM

Combat has been much more entertaining and dynamic when compared with SW SAGA or D&D 4e that I've played in.

Like FF says, those dice/skill systems are fairly binary, you either succeed or fail, no inbetween.  Where EoE system allows more combinations like

 

SUCCEED, BUT…some sort of complication or calamity. 
Example:  Near the end of combat, my player's Z-95 was trying to stop the Imperial Shuttle from getting away and entering hyperspace.  He got both a Triumph & Despair in the roll, so we decided that his ship rammed into the engines of the shuttle destroying them, but he also lost ALL helm control and was basically at drift and since he's got no turret weapons couldnt shoot at any targets either.
 

FAILURE SETS UP ALLIES

Sure you missed your shot or failed your skill check, but doing so you made it easier for your allies in the process.

Maybe your blaster shot MISSED the battle droid, but you hit a coolant pipe behind him which actually did MORE damage.






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