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Callidon

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About Callidon

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  • Birthday August 14

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  1. Due to various comrades starting up fall coursework, and the start of volleyball season at my house, EotE has been getting a break. But I've already planned to yank it off the shelf around the holidays when my peeps are freed up again. Even though I haven't played it weekly since the Beta, I've run EotE enough to have fatigued of it were it not so much fun to play. It is the first game I've played in ... maybe ever ... that has actual fun rules. Usually the mechanics are just something I have to wade through in other games. But this game is fun. Even a year in. Thanksgiving can't come quick enough for me. As always, YMMV.
  2. Just because cover can apply at any time, doesn't mean it should. I'd say take the sensible route. If it makes sense to the group that a certain combatant or group wouldn't be able to take cover from another combantant or group of assailants ... that's all you need to worry about. You can't sensibly grant cover to people standing in a perfectly cubic docking bay with smooth floor, walls, cieling, and no clutter or obstructions. Relying on "well it says here that I can spend a maneuver to take cover" defeats the whole purpose of cinematic combat. Trying to figure out from the description given or the visual aids present ... just what the heck your options are from round to round is what makes combat more fun that "I take cover, I spend 2 strain to aim, I fire...I hit...I deal damage...."
  3. No book for you! Happy birthday btw . Whatever you do, don't read a newspaper. That s--- is far too depressing for a birthday. NOW, back to AoR not being available and so on ...
  4. I think it is just a preference thing for me. I don't believe that the iconic characters should be unkillable or immune to character driven "things" that happen in an IP specific game like Star Wars. BUT, I don't want them overtly published and mucking about in my games in a statted up way. I don't care if two astromech droids wielding paperclips could take down Emperor Palpatine in-game. I just don't need the distraction of "oh man my character is cooler than Vader!" or "ooooh look at Vader's stats, aren't they siiiiiick?" If my characters come into conflict with an iconic persona, I'll come up with a challenge that is appropriate to the game we're playing and the situation at hand. It might be a fully statted up fight, or it could be more handwavey. The existence of officially published stats swings the "accepted" means of handling the situation out of an individual group's control. I don't need a player coming to me in the middle of a session or afterward going "dude we totally could have taken Vader down. You cheeeeated us!" Even if FFG ends up statting up the iconics at some point I'll just ignore it, and be clear about my intent to do so with the people I play with. I've got 99 in-game problems, Vader's stats ain't one.
  5. Just tell them "Inches only matter to carpenters, architects and prostitutes. You are in range of my MkII Death Star and I will be detonating your Mon Cal cruiser...nowish"
  6. If you try to get tactical with a 28mm scale map ... you will highlight the abstract nature of this system's combat. That can either be a plus or a minus. But rest assured, you will end up staring at the distance from one model to the next and the things you can do and the things you can't do with the system will slide left of center. That being said, I personally use maps for relative placement. We move our markers/minis/food around the battle-mat more like pieces on a strategy war room table. We'll pick up Arte Vandalay, the importer exporter smuggler and set him down over here this round, and then pick him up and set him down over there next round, or set a cheeto in front of him for the cover he found, etc. There is no counting boxes, hexes, line of sight measurements (they either are or aren't), or the snapping sounds of a metric tape measurer. For me, maps help keep the scene straight in my head. So when a modifier result of Threat, Advantage, Triumph or Despair comes up I can quickly build an application based on what we're all looking at, and the players don't feel like they are being arbitrarily gimped, or inadequately rewarded. We can visually see and agree that Stevedave is probably going to get caught in the bad-times explosion of Mr. Vandalay's badly hurled grenade.
  7. Where do all the bullets in action movies go? They can't simply evaporate. BUT, they move beyond the scope of the scene and we don't worry too much about falling bullets (or debris) killing innocent bystanders a mile or so away. That would be the GURPS version of an action movie. So, in FFG's dN system you have a similar scenario. It's not that the blaster bolts vanish with a sucking pop sound. You are setting a general hand-wavey distance for each range band anyway. Beyond a particular weapon's maximum range they are ineffectual for trying to snap off a hipshot to take down a space-pigeon on the wing in the particular scene or encounter you are roleplaying in.
  8. Yeah, that's where it gets a little hand-wavey. At least in how I've been throwing it down. I have been more or less forcing situations to lean back a bit toward Cool applying more often just to get some variety tossed around. I suppose you could just flat out go arbitrary and flip a coin :-). The hard part is that it's almost always easier to justify surprise than some sort of "pistols at dawn" stare down where it seems like Vigilance is not only easier but intended. In Long Arm of the Hutt you have some "if, then" applications of Cool, but that just seems to reinforce what you've highlighted in the quoted text above. For example, in the "A Violent Interception" encounter, I simply set it up as a Cool check for the attackers and a Cool check for the PCs. There is mention of the PCs biffing the sensors or some such, but rather than having some potential for Vigilance to apply I just made a choice and stuck it out regardless of how well or badly the PCs were aware. Mostly it comes down to sacrificing believability for applicability of both intiative skills. But that's just my own take on things, so as always YMMV.
  9. Well if you are going to respond to the things I type, then what am I going to fuel my b.s. engine with!? Sorry for my off-center nonsequitor that hung you up. But, players can complain when their optimal thing doesn't apply though right? Let's go with that as the thrust of my point above instead of tossing it out the window entirely. Applying Cool or Vigilance to one or both sides in an encounter is easy enough if you just decide which one could/should apply. No encounter is ever going to be 100% one thing or the other, and some of the characters on one side or another will probably not fit the ruling perfectly. But it keeps things simple and cuts down on people taking their best initiative skill and applying it in every situation to rack up the best initiative slots for the group.
  10. The link in my sig goes to my Google Drive. I'd recommend that if you want updated stuff. And all credit on my end goes to mrvander for giving me the bones to work with.
  11. So you don't roll for initiative slots in your group? If someone has a lowsy score they have a higher chance of contributing lower intiative slots to the group don't they? That's how I read it to work, and how it has played out for me anyway. But play the game how you like I suppose.
  12. It may kind of fly in the face of RAW, but you could have stimpacks work on Strain and rather than diminishing returns, have the drawback be something like one (1) setback die per use added to dice pool roll results for the duration of the encounter or scene. So if someone is popping stimpacks like crazy they are going to be swinging things out of their favor with a growing pile of black dice as the sparks begin to crowd in the corners of their vision and they get the blood-sugar dump (or whatever their internal reactive chemistry is anyway) shakes. Anywho...just spit-ballin', feel free to ignore my wild babbling.
  13. If it were more of a stat for tat game system, stats would give some framing to hang Ol' Vadey pants on. But in dN, all Vader needs is a picture. I'm going with this one for my games:
  14. I round up and down on the Cool vs. Vigilance divide. If I can rationalize (ever so slightly) one or the other based on the conditions (not skill checks, or other character level justifications), then I do so. That way you don't have players wanking out on one skill or the other and lobbying for that skill's continued use in their special snowflake case. For the pre-fabbed adventures I've just assigned one skill or the other for a fight. For my free-wheeling out-the-bum encounters I just wing it on the fly with something like "okay guys give me some Cool checks for go-slots." Mostly it allows characters with a higher rating in one particular initiative skill to shine in some situations, and be at a disadvantage in others. Thus far it seems to work well, for me and my band of hairless ape players anyway. As a GM it is also kind of sickly satisfying to have at least one player in each combat encounter go "of course it would have to be a Cool/Vigilance fight ... looks like I'm going to be acting at the speed of smell. I hate you Jesse."
  15. 1) Strain. Medpacs are for wounds. Another reason why getting shot up can put a hitch in a player's get-along. :edit: DEEERRRRP. I am clearly in need of more coffee. Stimpacks work on wounds, but have a diminishing return on stimpack spamming. 2) Roger that Ghost Rider 3) If you want to port this over, you could do it any way you want really. A couple ideas that spring to mind for me: Have the droid list the routes they have memorized for a session or an episode or scene ... some pre-built list. If it is a player character, let the astromech player flip a destiny point to get the group out of having to roll an Astrogation check anytime. Since you don't need to roll an Astro check for every.single.jump, and only do it when the chips are down and everyone is yelling "they told me they fixed it! it's not my fault!" the droid character could be kind of awesome in that regard "beep bop boop beeeeeeep" translation: don't worry beaches, I got this. No matter what, astromech players should have to speak in beeps and whistles at the table. I mean that's just good manners.
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