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Bravo McWilley

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  1. Thanks for the consise replies. I lifted Spjork's reply exactly and used it in my game's post to explain to my players how this works.
  2. The rules on chase mechanics are a bit thin and most deal with piloting chases. What about foot chases? how would you run these? For example, A player running from a creature chasing him. It becomes structured play but before rolling initiative, you do a competitive Average Athletics check to see who gains a rnage band on who, but then what? Do player and crateure both get an normal structured play round each then or not? If so, it would seem to nullify the results of the chase competitive check imo as each could take maneuvers then to get away. What about spending advantage and threat on each roll in the competitive checks? Say the player had one advantage and no successes, but the creature had 2 failures and 3 advantage. Obviously the player wins the competition here, but how does this work? What if one of them rolled threat, would it basically be the same as rolling advantage for the opposite PC/NPC?
  3. @ Emperor Norton: and the fact that soak is only counted once per attack so 15 damage kills 2 troopers in the group AND that troopers get weaker as they loose minions in the group. Just seems like they OP might be missing something about minions...but of course everyone here has made ample points on this, defending that the players have wrong expectations or have weak weapons or are beginner players, etc, etc, etc... Trooper minions are deadly, but are also fairly easy to damage.
  4. I figured that was the case but have yet to get that book. I will be picking it up shortly though.
  5. Anyone have a stat block or suggestions for the Nexu?
  6. You got it right. The examples are rough like you said but they can really be used in any manner. "They can still run the smuggling mission, but it just got a lot more complicated, unless they can negotiate a compromise" -This that bolded line is how I like to think about obligation coming up. It can be tied to the main story or not, but typically makes whatever they do that much tougher or adds another plotline.
  7. not allowed per RAW...AND there is a talent in one of the tress that allows a character to fire one range band further than the listed range, so I personally do not allow it without the talent
  8. All great advice above. My advice is to start easy. Run the beginner game module first...Yes, its a bit railroady, but its a nice way to learn the game. Then move into Long Arm of the Hutt, etc...As you play these you will get a feel for GMing and a feel for your players, which is important. Its harder for players to "go off the rails" in these adventures, but even if they do, it should not be hard to move it along, since the players do have a certain set of tasks that need to be done to move forward. When they throw you a monkey wrench just roll with it and use common sense when setting difficulty. A general rule I like to use is to mornally make difficulty set to lower than or equal to the characters skill in that ability, and add a setback or 2. It can go higher but only do this in certain extreme cases and only once in a great while. Some tasks will be naturally easier than others. Once you are more comfortable, you can start your own ideas and stories. Not knowing much about star wars is not that big a deal, just make something up...its not Science Fiction, its Science Fantasy. Anything can go. In fact Im bringing in a 7 headed Hydra to my campaign right now and it still feels star wars-y. If your players are have more star wars knowledge than you do, you can always have them add details too. Learn by example. Maybe take some time to watch a few game sessions played by others, maybe on you tube, skype or blogs. You will quickly find things you like and things you dont.
  9. I considered this for a bit when I started my own campaign also, but ended up coming to the conclusion that each player had thier own obligation, that normally did not have anything to do with the main campaign, so I was NOT going to add the obligation to the main story villian/NPC. Since the mystery guy is part of the campaign, theres no real need to add it as obligation to the players. They will most likely follow the story laid out for them regardless and the obligation they do have, like the debt when it comes up, either adds a side story/mission to the main mission or is simply handwaved into strain reduction if it does not fit the main story at the time. Remember that each players obligation may have nothing to do with the main story, so bringing in something for a player when his obligation comes up, either is ignored like above with strain reduction or adds a side encounter. Of course it CAN tie into the main story too, but do whatever just feel right. An example: One player has an obigation the a black sun vigo. He owes them a debt or favor. In the main story, he enters a casino that is part of the main mission, but whos to say that a black sun guy is not there also, and may recognize the player, and threatens him a bit, or some other thing. Maybe he just asks for a small payment, which the player pays and the NPC then brings to the vigo thus lowering the players obligation by a little bit. Or maybe the player refuses and takes the threat badly. They fight. If the players win, then maybe the obligation increases. There are no hard and fast rules for obligation. do what you wish whenever you wish, be it handwaving, adding in a side story, or linking to the mian mission, its all up to you.
  10. I GM a play by post game over at StrainThreshold.wordpress.com If you want to take a look at it, as an example of how these type of games run, we'd love to have you follow us. We are new ourselves to this type of play and not everyone is as strong in it as others, but we seem to be having fun with it. It's a much slower pace for sure. And we are seem to just be hitting a stride now aftre 3 sessions and a month play. When you get your blog running, I hope you guys share the link so we can follow your progress. I'm always on the look out for inspiration in both running and playing EotE, especially by post.
  11. OK this is what I thought, so I thank you all for confirming it.
  12. Trying to wrap my head around this. I get most of it, but a single part perplexes me. Is the rulling always that every mod must be applied to some type of augment? So basically a character will have to buy some augment or part first, then they can add the mods allowed by said augment. Sure, but what about something like "Filed Front Sites?" or "Shortend blaster barrel?" do those still require some part to be purchased first? I can see filed front sites only needing a file, which can be got from a tool box, but the booK suggests a 25cr. cost, maybe for the file? and then you can always reuse that file to mod other guns this way too or what? I can see maybe the shortened barrels being an augment part but could alos make a case that having a hacksaw might do. Maybe I'm thinking too hard about this, as almost all the augments/mods in the core books seems to make sense that the characters first get some augment part, but it seems a few could be done without any augments. Thoughts?
  13. Its not really that surprising given that a blaster rifle does base 9 damage and with enough successes can kill a character in one or 2 hits easily....Combat is deadly and players need to recognize that and play accordingly. Also as a GM, you should not really be putting players in these situations without other options, workarounds, cover, etc.. Why would they stick around and fight a speeder bike? Give them options to avoid it entirely or use cover effectively, etc... Someone once said combat is a last resort and almost treated like a penalty for failing something prior. I don't entirely believe thats true, but its something to consider, and there should always be an out. Of course, bad play or plot lines can bring these situations up, but try to be creative as a GM and give them ways of balancing the odds.
  14. There are force powers that give setback defensive dice. There are numerous talents that give setback defensive dice: Dodge for example.
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