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macd21

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  1. The thing is, that's been happening since DH2.0 came about, only at that time it was reversed. Those that didn't like the original beta were told to shut up, were told to stop complaining, were told to stop whining and to just accept the new game. Then, when the second beta came around, those same people who were telling people to shut up and accept the change were suddenly on the other side of that change, and they're here complaining about it (still - the game is out!!!). I just have trouble accepting that kind of hypocrisy. BYE It wasn't ok then, it isn't ok now.
  2. That post from ThenDoctor is basically him denying he's telling people to shut up, followed by him telling people to shut up.
  3. I think this right here says a lot about the "larger audience." It's funny that you're doing the exact same thing right now. You had 3 threads to complain, what more do you want? Discuss the review? Come up with something new then to discuss about the review without resolving to topics that have been discussed to death already by the same group of posters. I think this right here says a lot about the "larger audience." It's funny that you're doing the exact same thing right now. You had 3 threads to complain, what more do you want? Discuss the review? Come up with something new then to discuss about the review without resolving to topics that have been discussed to death already by the same group of posters. It's kind of hard to discuss anything at all when people come in and start trying to silence the conversation. Not everyone likes DH2. Some do like it, but think it could be better. Yes, these discussions will go over the same points repeatedly, but y'know what? That's fine. That's the nature if online forum discussions. There's nothing wrong with people coming in to a thread about a review of a product and giving their opinion on it. The only problem posters here are those that are trying to end the discussion. If you like the new edition, say so, counter the arguments of those that don't, support the positions of those who feel as you do. Don't come in to the thread and attack people who don't like the game and tell them to shut up just because they disagree with you.
  4. By having separate games for each style, they can better deliver on each style.
  5. FFG did not submit any games this year. http://www.ennie-awards.com/blog/2014-submissions/
  6. I was caught in a heated moment! May be it was not the best way to express my disappointment but I had to say it. Let me explain myself a bit better. In Warhammer 3 (from FFG) we had maps, not many, not big, but some maps. We complained often on the forums that we would appreciate to have bigger maps or more maps. Just for the evocative, the visual content. Many players like to look at them! I still remember when I was GMing Warhammer 1st ed the Enemy Within, campaign and I unfolded over the table the map of Castle Wittenstein, it was a Woooow!! moment. When I got my hands on the EotE beginners game and I saw all those maps... I dreamt. I think the Warhammer maps actually demonstrate some of the problems maps present. Yes, it was nice to have them... but not all that nice. Why? Because they were vague. You mention the fact that people complained on the forums about the maps... and boy did they. Most of the WFRP maps were little more than a couple of place names on an almost blank page. This is because A) maps are expensive and B) time constraints. Put too much detail into the map and you're liable to get something wrong, leaving the line developer with the choice of including a bad map or else ordering a corrected one (which will inevitably delay the release and add to the cost). There are occasions, such as the beginners set, where the company goes to the trouble of producing a map. With the beginners set they also probably had the time to spare to get it right, as the writing was probably finished long before the release date. That isn't the case with most supplements, which tend to be made on a tight schedule. And, of course, there's the fact that maps take up precious, precious space. Word count on these books is very tight. Some have suggested that FFG should include two versions of a map - one with all the details (for the GM) and a player's version. How much of the adventure should be cut for that? And finally, there's the fact that they are not really necessary. Sure, some players like them - but as demonstrated by this thread, that isn't universal. A map is a major potential complication in the creation of an adventure, adding to the cost, taking up space and quite likely to delay the project - all to make a few customers slightly happier.Which is why FFG have determined they are more trouble than they are worth.
  7. This is sort of a one shot (will probably last 2-3 sessions), intended as a short 'prequel' to the real campaign. The characters will probably all die at the end of it (the players are aware of this), at which point the players will make up their own characters. This is partially to give the players a feel for the system. The reason I was concerned about what attributes to give them is because I want them to have an accurate feel for what a character is like. The impression I've gotten here is that failing to increase Attributes at char gen would leave them with characters that wouldn't be able to perform very well in a sufficiently wide range of situations. I think they might feel underwhelmed by such characters. At the same time, I want them to be able to try out a good few skills and talents. So I'm going to give them a bit more xp each (about 30) for a few extra bits and pieces to play with before their pre-gens all croak.
  8. Thanks for the advice. I'd been erring on the conservative side and only increasing 1 attribute (at most). I think I'll do as suggested and give them each some extra xp so they can both have good starting attributes (as they probably would if they were creating the characters themselves) and a decent range of talents and skills. Thanks all!
  9. I'm currently creating 5 pre-gen characters for a group who want to try out SW and was wondering - how important do people feel it is to increase attributes at character generation? If I was just creating a character for myself, I would just do whatever feels 'right' for the character concept and roll with it. As I'm making characters for other people, however, I'm concerned that I'll leave a player feeling weaker than another because I didn't bump his Agility or Brawn (or conversely weaker because I did and now he has fewer skills or talents instead). And, of course, that he'd be stuck with those attributes for most of the game. So, when you're creating a character, do you always bump up a stat? Or never? Or does it really not matter?
  10. I'm open to persuasion - I'm not sure on all of this which is why I posted the question. But I genuinely cannot think of an example that isn't easily interpreted as programming. As to R2-D2's whine: You've just watched 2 dimensional ink and a recorded voice express grief and loss. Is the film cell or sound recording sentient or self-aware? Of course not. Can a sophisticated program arrange such things on the fly as needed? Of course! I think droids have programmed personalities. C3-P0 is designed to be a prissy worry-wort. The robo-waitress in the diner in Attack of the Clones is designed to have a sassy waitress personality. If you impede C3-P0 he will exclaim "Well, excuse me!" in a put out manner. It's clear to me their personalities are designed. We are developing toys and computer programs that are designed to exactly provoke emotional reactions in people in similar manners without actually being self-aware or having free will. I think that's very much a stretch. The droids have highly varied, complex personalities. I think it's far more likely that they're simply sentient beings with their own personalities, rather than someone decided to load R2 with the 'testy *******' personality and put C3PO in 'whiny git' mode.
  11. So I've decided to try running an Alternity campaign using the Edge of the Empire system. To that end I'm trying to come up with rules for the PC alien races. I have not, however, actually run or played EotE, so I'm concerned about how balanced they are. Anyone want to throw an eye over these stats and see what they think/suggest changes? Weren: Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, Presence 2 Wound Threshold: 14 + Brawn Strain Threshold: 10 + Willpower Starting Experience: 90xp Natural Weapons: When a Weren makes Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3 Camouflage: Weren gain a Boost dice to Stealth rolls based on sight Primitive Culture: Weren add a Difficulty dice to any attempt to use any piece of advanced technology (computers, blasters, starships etc) I decided to start with the Weren, as they have a fairly direct analogue in the Wookie. Their stats are therefore fairly similar, dropping one Int instead of Willpower. The natural weapons and camouflage don't strike me as being too powerful. Is the primitive penalty too harsh? Mechalus: Brawn 2, Agility 2, Int 3, Cun 1, Will 2, Pres 2 Wound Threshold: 10 + Brawn Strain Threshold: 9 + Willpower Starting XP: 100 Mechalus begin the game with one rank in Computers and one rank in Cool. They may not train Computers or Cool above rank 2 during character creation. Cybernetics: Mechalus start the game with an internal comlink and computer access link. A Mechalus may install a number of cybernetic enhancements and replacements equal to his Brawn rating +1 (the above links do not count towards that limit). My main concern here is that they might be underpowered. The extra skill training is nice, but the cybernetics are just some free equipment at game start. Not sure how useful the ability to add one extra piece of cyber would be. I'm considering giving them a discount on the cost of cyber as well (to represent the fact that merging the systems is easier and therefore less costly - the Mechalus already has some of the connections 'built-in'). Sesheyan Brawn 1, Agility 3, Int 1, Cunning 3, Willpower 2, Presence 2 Wound Threshold: 9 + Brawn Strain Threshold: 11 + Will Starting Experience: 90XP Sesheyans begin the game with one rank in Coordination. They may not train Coordination above rank 2 during character creation. Night Vision: Shesheyans may remove one Setback dice imposed by dark lighting conditions. However, they suffer one Setback dice to Perception checks in brightly lit conditions. Flight: Sesheyans may fly in any environment with a significant atmospheric pressure (at least half that of Earth) and gravity equal or less than Earth's. Note that Sesheyan's do not suffer falling damage as long as they are free to use their flight ability. T'sa Brawn 1, Agility 3, Int 2, Cunning 2, Will 2, Presence 2 Wound Threshold: 9 + Brawn Strain Threshold: 10 + Will Starting Experience: 100XP Natural Armour: T'sa add +1 to their default soak T'sa begin the game with one rank in Charm and one rank in Mechanics. They may not train Charm or Mechanics above rank 2 during character creation. Initiative Bonus: T'sa add one Boost dice to their initiative rolls. The Fraal Brawn 1, Agility 1, Int 3, Cunning 2, Willpower 3, Presence 2 Wound Threshold: 9 + Brawn Strain Threshold: 12 + Will Starting Experience: 90XP The Fraal begin the game with one rank in Perception. They may not train Perception above rank 2 during character creation. Telepathy: The Fraal may communicate telepathically. They can speak directly into another sentient being's mind, at a distance of (Willpower + Int) meters. This is one-way communication, unless both characters are Fraal. If the target does not want to receive the telepathic messages, it can shut them out. Psionics: The Fraal may replace his starting specialisation with the 'Force Sensitive Exile' specialisation at character generation. I considered having the Fraal start with a 'Force' (I'll be relabeling it 'Psionic') rating of 1 at character gen, but I'm assuming that would be pretty useless without any powers to use it with (and the specialisation gets Force 1 anyway). I'm considering giving them training in another skill, to boost their viability. As it is, I'm guessing they'll be pretty poor in combat, so should I increase their value in non-combat scenarios to compensate? So, any comments, suggestions? If these races were in SW, would you take one over one of the standard SW races?
  12. I'd give bonuses to enemy awareness checks to represent their heightened security/nervousness. Improved weaponry/gear - they've made an effort to acquire better stuff because they've heard the Inquisition is snooping around. Greater numbers - add X number of cultists (they've called up reinforcements, called in some of their members etc). Some of these mechanics might be scenario dependent, but others could be pretty universal (such as the bonus to perception checks).
  13. The problem with an Ork RPG is that it's a tad... niche. I don't think it would have the same broad appeal as a human-centric game would, so it wouldn't be worth creating a whole new game for it.
  14. Yeah, to anyone who thinks EotE isn't getting a lot of support from FFG - you're wrong. The release schedule is very impressive for an RPG these days. Actually no, the reason WW/OPP don't release as much stuff anymore is because they don't need to. They've completely changed their distribution model, using PDFs and POD instead of traditional print. As a result they don't need to stay on the 'supplement treadmill' that they used to maintain (along with all the other major RPG companies). That said, they've got a very impressive release schedule, it's just you tend not to see them in the shops.
  15. Pathfinder is probably the most popular RPG on the market at the moment. Paizo can afford to release that much stuff because there's a market for it. Despite having the Star Wars name attached to it, EotE just isn't in that league. Demand for this kind of stuff is conveyed by distributors. They give the company an idea as to how much they're willing to buy. And to be quite honest, I don't really see there being much of a market for Star Wars maps and chits. Sure, some people would buy them, but not nearly enough to make it worth the costs to do so, especially when compared to investing in another supplement.
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