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Everything posted by awayputurwpn

  1. The Opposed Check is the base difficulty. You then increase or upgrade the difficulty, or add setbacks, based on the situations. This way, it is much more difficult to put the charm on a Disciplined pirate captain than a lowly deckhand. For example: you have a high-ranking NPC businessman with 3 Willpower and 2 ranks in Discipline. You try and convince him to spill some piece of information by seducing him. The base difficulty of CCD could be modified by how closely he guards that secret (increased difficulty), how much he dislikes something about you (setbacks), and/or the proximity of his colleagues/coworkers (difficulty upgrades). It could also be modified by how intoxicated he is, or by how much he already likes you (boost dice). In the example of stopping a fight using Charm, you would use the base (opposed) difficulty, then modify things per the situation. If the fight is in progress, that's a ton of setbacks right there, like four of them, with liberal upgrades based on how intense the fight is. You could just go straight to the "Impossible check" rules and require the players to spend a destiny point to even attempt it. Deception or Coercion, on the other hand, might have a much better chance of succeeding in stopping a fight (all things being equal). In the example of the trying to obtain a ship using Charm, it would first greatly depend on the value of the ship, the attachment the NPC feels to the ship, how much the NPC likes the player characters, and what the terms are—like, if it's a permanent transfer of ownership, an indefinite loan, or a temporary lease. Or if they are part of a crew and they are trying to convince the NPC to step aside as captain but remain the owner of the ship. If they're trying to just outright convince some random NPC to give up his starship, then that sounds more like a specific mini adventure. Like a long con, rather than a single Charm check. Unless, again, you wanted to get into Impossible check territory with the right set of circumstances.
  2. You need three things: Consistency Consistency Consistency If you are inconsistent as a GM, your game is going to suffer for it. If you allow inconsistency in your players without addressing it, the game will suffer for it. Be consistent, and be up front about your expectations regarding the consistency of your players. That is the only real way you can ensure that your game stays active. All the normal stuff that applies to tabletop games applies to PbP games: don't be a jerk, let people know when you can't make it, be a good team player, be collaborative and flexible, all that good stuff. But PbP requires activity. Be up front about your expectations, hold the players accountable to those expectations, and just be as active as possible. If a player drops out, replace them quick. If a player has a planned time away, just roll without them until they can return. If a player is taking longer than the expected timeframe to respond, just make a note to that player that you'll come back to them when they're able to post, and move on. All that said, players are going to stick around if it's fun. So focus on the fun most of all, and the rest should fall together pretty easily
  3. There's two things one should consider: The Trade Federation already know about their impending invasion, so they are acting as a guilty party might act towards otherwise unwitting peacekeepers, who have only been sent as mediators in a tense situation. The Jedi are mysterious. There are precious few of them at the time of The Phantom Menace, and their powers are the stuff of legend. It is readily apparent in the fear that the Federation types have for the pair of Jedi, the trepidation with which they treat the situation, the bumbling nature of their defenses. "Gas! Ah...battle droids! Ah...close the doors! Ah...close the blast doors!! Ah...send in the droidekas! Ah, that worked! Ha ha! See, they're no match for droidekas!" Problem is, Neimoidians are already cowardly and scheming, obsessed with wealth, politics, and intrigue. And these ones here are under direct command of a Sith lord, who is actively trying to start a galactic conflict! So it's not that Qui Gonn would have taken drastic actions to stop the blockade; rather, the Neimoidians have allowed themselves to jump to that conclusion and are taking drastic measures to preclude that eventuality.
  4. With the dynamic initiative system it's easy to run large groups (I've run 9 players a few times with very few headaches), but I would suggest a solid group of 3-5 players is optimal.
  5. No, but you could probably houserule something like that.
  6. To follow up on what @vilainn6 said, there is no roll, but the committing of the die does require an action (as per usual when activating a Force power).
  7. #7 might work if the character has some way of obtaining a third maneuver, such as the Explorer's Unmatched Mobility. The rules on vehicle maneuvers are unclear; they don't explicitly allow for a ship to perform more than two maneuvers, although they don't outright forbid it like they do for characters. The only plain restriction on vehicle maneuvers is that a Silhouette 5 starship/vehicle can't benefit from more than one Pilot Only maneuver per round.
  8. I think that's the key, the understanding that combat rounds and ranges are basically "as long as you need them to be."
  9. I see what you're saying. The little talent box in the talent tree is primarily designed as a reference, and the actual rules for the talent are in the talent section a few pages later in Keeping the Peace. So if there is ever any confusion as to the wording or meaning of a talent entry within a specialization, you can just look up the talent in the talent section of the given book for a full explanation of how the talent works! I agree that the talent could be worded better, but I don't think the semicolon is the problem.
  10. Semicolons are used to link two clauses that have similar thoughts. In this case, the rules are saying "Do this incidental; here's what this incidental does." It's the way semicolons work: you make a clause, and then after the semicolon you follow it up with a new clause that basically contains the same thought, but perhaps expounded or with an example/illustration. Semicolons aren't used to separate two different lines of thought; mild cheddar cheese is the best thing to use for grilled cheese sandwiches.
  11. Hey I've been there! County Cork is one of my legit favorite places ever. Hope you find some more gamers up your way! Have you tried www.meetup.com?
  12. I think there's two forces at work here: the desire to scale difficulty so that everything isn't a cakewalk, and also the desire for XP to actually mean something. If you want your skill advancement to matter, then you'll want some jobs to become easier as your characters advance. The stronger I get, the easier the same rope is to climb. However, also the stronger I get, the more difficult stuff I can do. So that is where scaling comes in. You don't want to make it so that the same stormtroopers that you players fight over and over just keep getting tougher, with higher wound thresholds and better armor—if you do, then XP is meaningless. But you can throw way more stormtroopers at them, or stormtroopers kitted out with E-Webs, when they attain higher levels. Now it's exciting, because your players can look back and say, "Man, when we started several months back, that encounter would have wiped us out!"
  13. I find with high quality miniature maps, the details of the map often give you ideas as to how to go about detailing environmental effects. Also, in Star Wars there are flying vehicles, droids, and any myriad number of ways to get from point A to point B vertically. The real beauty is in the sheer scope. You can get knocked down a level or two, and now the entire combat encounter is vastly different! I would advise against running a chase using a miniature-scaled map, though. They are too small for an adequate chase sequence to take place, IMO. Chases are best left to theater of the mind, or to occasional graphics (if you run that kind of game). If you do use miniatures in a chase scene, I would only use them for tracking relative distances, not for to-scale movement.
  14. Here's another PvP example of movement in a fight scene. Feel free to skim past all the OOC discussion, the whole of the duel is kept to the first 3 pages of the thread.
  15. Plenty of table space The maps are here: https://maps-of-mastery-store.myshopify.com/collections/sci-fi-maps
  16. That would be an awesome obligation! Great variation on Marty McFly’s “Nobody...calls me...chicken.”
  17. The Wookiee doctor, a tried-and-true classic! You will go far, my friend. I also would suggest you don’t do this. Keep his Brawn at 3 and use his starting XP to boost his Willpower to 2 if you want, but don’t mess around with swapping out base characteristic values.
  18. Ah, I think I see the problem. Don't have the Hutt roll the skill check and force the results on the players, unless of course they ask for it. Rather, I'd suggest that you have the players roll opposed skill checks as they interact with the Hutt. Then you have some license to inform their feelings. Everything else you're suggesting sounds totally reasonable.
  19. Two things: The way around the whole "taking away player agency" problem is the social contract involved in the players picking up the dice. As soon as they pick up the dice pool for a skill check, they are signing away a portion of their agency to the whims of chance and the interpretation of the GM. So if they are interacting with a fearsome creature or a harrowing situation, and they roll a crapload of Threat or a Despair, you are 100% within your rights to say "Chundarr, you find yourself unnerved by the spectacle of the rancor gobbling down a fully grown human. Your fight-or-flight instincts are kicking into high gear! What do you do?" And as you're narrating, toss him some setback dice or have him make a fear check. When making a fear check, the mechanics are the end of it for you. You're not necessarily telling a player how their character feels when they make a fear check; you are simply applying a mechanical modifier to the encounter. It's 100% up to the players how they want to narrate that particular mechanic. "Chundarr shows no fear, and utters a war cry to rally the others!" Rather than stymying or hemming in your players' creativity, fear checks can give them fuel. It's all in how you handle them: define the parameters, let them know mechanically what they're getting into, and then give them as much narrative license as possible. Reward good roleplay by tossing them Boost dice.
  20. Well failing anything else, there's unskilled assistance. Have the player narrate it, and throw a boost die to the character forming the dice pool. Player go crazy for those little things, it's like seeing a mini schnauzer flip out over those tiny little doggy treats (I'm exaggerating...mini schnauzers aren't nearly as excitable as nerds at a gaming table)
  21. I would argue that this is the actual job of the GM—"to create an encounter with specific things to do for each character." And yes, I think that specialization is part and parcel of the game: after all, every character has literal "Specializations" that they can invest XP in. So you're going to see that to some degree unless a player is being very intentional to not specialize but to be a generalist. It's hard to do that effectively in this game, but it can be done. I also think that there could be a flaw, not necessarily in the game design itself, but in the presentation and the player-perception side of things. Those talents are so appealing, so shiny, that players will often forego rounding their character out (by developing their skills) at the expense of hyper-specialization, just plowing through the talent trees. So the skill checks are going to be harder for those kinds of characters by virtue of the fact that they are building very top-heavy characters—a lot of talent, but not much in the way of foundational skill ranks.
  22. Are you going for a “Dwarf Wookiee” subspecies and looking for stats, or just looking for character ideas for Wookiee that has...whatever the Wookiee equivalent of dwarfism is?
  23. If you had your wife’s PC directing her troops to attack, I would remove them as a squad and instead use the normal minion grouping rules. On the flip side, make sure that her PC has something to do during encounters so she doesn’t feel like she has to always just be attacking. There should be a handful of options for her that don’t involve directly attacking with her weapon.
  24. Ah great, so I can just use the Force to slow all their molecules down until they are literally frozen. Now they are objects?
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