ynnen

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  1. It is rare I ever post on our own threads, but I wanted to implore everyone to please keep this conversation and thread civil -- all around. I was happy to share everything I have been able to share up to this point, especially to spend as much time as I have talking about EotE through various outlets like Order 66 and the GSA. Unfortunately, the reality is I simply cannot talk about certain topics, or go into a level of detail many readers would like. For all the readers / fans / posters out there who have been disappointed or have wanted to learn more about Topic X over Topic Y, I really am sorry. I can (and generally do) share as much as I am able to, because I love the fan community and share the same passion for gaming that many of you do. And with that, let's please steer this discussion back on course lest we find ourselves in an asteroid field. And you know how slim the odds are for succesfully navigating one of those.
  2. Design-wise, there is another important factor in determining the relative value between any two options presented: where the addition or subtraction of value comes from. Do the players have direct control over it? Is it subject strictly to GM fiat? Is control purely luck-based due to previous die rolls and results? As such, a player-empowered resource is evaluated differently than a luck-powered or GM-powered resource.
  3. KommissarK said: Cool - "I know there is an attack coming, this is obviously a hostile situation" (people in the room are brandishing weapons) "I am trying to ambush this guy" "I am initiating the fight" Vigilance - "I am constantly mindful of a possible attack, but this situation is not-obviously hostile" (nobody has weapons drawn) "I have been surprised" "I was not expecting combat when I walked into this room" +1 -- you got it, Kommissar!
  4. I'm enjoying following this and similar threads about droids and character creation. People are bringing up valid points and having actual, logical arguments in a way that encourages feedback from others. So first, thanks for conducting this discussion so well -- and with so many good points of interest. Answers to some specific questions would help narrow the focus and more clearly define what people feel is missing. 1) In terms of relative value or "power" how do you perceive the Droid's passive abilities (no need to eat, sleep, breathe, unaffected by mental Force powers) 2) For argument's sake, if droids are meant to be specialists within a narrow range of fields or skills, how would you approach that issue? (keep in mind that simply adding more XP to their budget does not solve this problem, but actually works against that concept). 3) Do players not perceive long-term value in the droid's Cybernetic Implant cap -- allowing a droid specialized in non physical skills to still upgrade to a wide variety of implants? 4) Do you feel the current droid rules do not allow you to create characters comparable to R2-D2, C3PO or IG-88? Thanks for your continued feedback. - Jay
  5. LukeZZ said: Are you referring to the general rule of "upgrading / downgrading" the ability of a pool / the difficulty of a pool, or specifically to the text of the "Improved Side Step" talent? (It says that "…to perform an additional maneuver, the character must downgrade his action or…".) "Downgrade his action" refers to converting the 1 Action you receive on your turn into 1 Maneuver, and has nothing to do with the dice pool. On his turn, a player can perform 1 Action and 1 Manuever (p. 129). He has the option to "convert" the Action into a Maneuver -- perhaps its the use of the term downgrade, which implies a maneuver is less than an action, when in some cases it is simply more versatile (not to mention we use the term downgrade to refer to a specific in-game process of dice manipulation). Thus, to take advantage of Improved Side Step the player could either a) use his free maneuver then suffer 2 strain to gain an additional maneuver, then use these two maneuvers to trigger ISS -- still allowing him to use an action during the course of his turn. or b) forgo his action, converting it into a maneuver. since he already gets a free maneuver, the action-to-maneuver conversion is how he acquires the 2nd maneuver to trigger ISS without suffering strain. There may be other options, as well, but this hopefully clarifies the wording in the ISS talent description.
  6. There is a lot of excellent discussion in this thread -- and I assure you, no decisions were made lightly during the design & development process. Especially the skill lists. The skills represent a unique aspect of EotE: a set of abilities available to everyone, albeit at different costs. With the use of Destiny Points, skills also represent an aspect of the game design that is both accessible and upgradeable to all characters, right from the start. This differs greatly from talents, which are only available to characters within a certain spec. Granted, you can acquire the spec and eventually invest your way toward a talent, but skill use and training are both universally accessible immediately. To consolidate key parts of this particular thread (and other forum posts re: skills) regarding overlapping / duplicate or vestigial skills, it sounds like people have expressed concern over: >> Perception vs. Vigilance (too much overlap, or more clearly, not enough distinction) >> Surveillance vs. Perception (Surveillance seems too specialized, or its purpose not focused in the right direction) >> Charm vs. Negotiate (both are based off Presence, so there appears to be overlap or not clearly enough defined applications) >> Ranged Combat Skills & Close Combat Skills (the former overly broad and all-encompassing, as ranged - light covers dozens of possible weapons -- while with the latter, brawl is primarily focused on only a few, and not everyone sees a clear need for brawl separate from melee) >> Streetwise vs. Knowledge (Underworld) (they appear to overlap, and/or not enough distinction between information/data/knowledge of and the street smarts/savvy to apply that information in the right situation) Do those seem to be decent summaries of several of these skill concerns? Are there any perceived overlapping skills I overlooked from this thread? Are there any skills you were expecting to see on the skill list that aren't there? Cheers, J
  7. It is easy to look only at the default dice pool when evaluating combat effectiveness. For ranged combat, the static difficulty refers to how difficult it is, in general, for an attacker to hit a target of roughly human size at a given distance. For close combat, the static difficulty refers to how difficult it is, in general, to strike an engaged target who is reasonably attempting to protect themselves. Those are the most basic, default situations. However, keep in mind that few skill checks happen in a complete vacuum. The target may have special talents, armor, or defenses that make it more challenging to engage them in combat. They may be wielding a weapon with the Defensive trait. They may be dodging, assisted by someone else, or behind cover. And the target has the opportunity to spend a Destiny Point to make the incoming attack more difficult. If nothing else, facing an opponent with one or more obvious situational advantages (epsecially if they have been narrated as such) is an encounter tailor-made for adding setback dice to the attacker's pool. The opponent is a skilled melee combatant? Well, that may introduce one setback die to the attack pool. He is extremely skilled? Or knows the attacker's weapon style and can predict his movements? Then the situation may even warrant two or more setback dice! The starting difficulty indicates a general, universal level of challenge. The subsequent die upgrades, setback dice, and other modifiers look at how this particular skill check is distinct from that universal default.
  8. Gobbo said: Do I get Extra Credit? Excellent job! +10 XP on your next PC build. To redeem, just send the URL to this thread to your GM…
  9. One thing I am interested to hear back from beta playtesters would be feedback and input on the structure of the specialization trees. For example: Are the talents clear and well-written, do you know what they are intended to do? Do the talents make sense within the specializations they appear? Do the specialization "flowcharts" within each career feel appropriate, balanced, or thematic? What is your favorite specialization, and why? What is your least favorite specialization, and why? Are there talents you were expecting that you don't see? Then a few quick math questions to make sure the experience investments for talents and specializations are clear. 1. How much experience would it cost for a character just starting in the Technician: Slicer specialization (p. 63) to obtain that tree's Dedication talent? 2. If a character begins as a Hired Gun: Marauder (p. 54), how much experience would it cost to obtain all six ranks of the Lethal Blow talent (hint: only three of those ranks appear in the Marauder specialization tree). 3. What is the least amount of experience a starting Colonist: Scholar (p. 47) could spend to gain Toughened x2 (i.e., a total of +2 wound threshold). For extra credit, please show your work.
  10. While players devour the rules and analyze the game, there are some important things to keep in mind when trying to evaluate the difficulty or long-term evolution of a character and his/her "power" level. Most of these fall under a broad category of Resources, but there are a number of other ways the system can be used to help level the playing field. Skill Training. In EotE, skill training provides an edge, rather than lack of training being punished. Lacking ranks in a skill does not impede a character to the point of not being worth the attempt -- the character just does not gain the benefit of upgrading dice. That is a subtle, but important, distinction. Assistance Counts. During combat or structured encounters, don't forget that characters can invest maneuvers on their turn to aid another character so they grant a Boost die on that character's turn (p. 130). Out of combat, or in more loosely structured encounters, other characters may be able to provide skilled assistance, allowing two characters to essentially pool their characteristics and skill ranks (p. 22). Resources. The players have a wide range of resources at their disposal to help them achieve success or perform actions beyond most NPCs' limitations. It can be easy to overlook these during a tense negotiation or firefight, but with experience, players will be able to rely on these resources throughout their adventures: Maneuvers. Yes, maneuvers are a resource, and an important one at that. With one free maneuver each round, and the ability to gain a second maneuver at a cost (see below), maneuvers offer a great deal of flexibility (p. 129-130). Aiming, providing or receiving Assitance, entering a Guarded Stance, or Dropping Prone -- there are a lot of options. Depending on the situation, these maneuvers can mean the difference between success or failure. Strain. A character's Strain may seem like an odd resource since spending it "hurts" your character. However, the fact that Strain can be "spent" or suffered for special effects is a powerful option. Remember, a player can voluntarily suffer strain so that their character can perform an additional maneuver (p. 129). Also, a variety of potent talents require the use of Strain to activate. These options make Strain a key resource to manage. Burn through too much early on in an encounter, and an unexpected enemy or event may strain a character beyond his limitations. End an encounter without any Strain, and you potentially missed opportunities to improve the outcome. Obligation. Usually managed out of combat, Obligation is a great resource because it has both narrative and mechanical impact, and is usually tied to some very personal character motivations. Don't have the credits to repair your ship? Perhaps someone with a Criminal record knows a guy who will fix it on the downlow… in exchange for a favor. Oh, say, a Magnitude 10 Favor Obligation. Destiny Points. Since these are a communal resource rather than a personal resource, it can be easy to overlook perhaps the most powerful tool in the characters' arsenal -- Destiny Points. In addition to their incredible flexibility to introduce facts into the narrative, many of the more potent talents require the expenditure of one Light Side Destiny Point to activate. Otherwise, characters virtually always have the option to make one of their skill checks easier or an incoming check more difficult by spending one Light Side Destiny Point.
  11. A sticky thread for editing and proofreading comments on Chapter III - Skills.
  12. A sticky thread for editing and proofreading comments on Chapter X - Adversaries.
  13. A sticky thread for editing and proofreading comments on Chapter IX - The Game Master.
  14. A sticky thread for editing and proofreading comments on Chapter VII- The Force.