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chrisdk

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  1. Generally speaking I would not want to return to Descent 2nd Edition. The main reason for this, apart from me preferring the theme, is the incredibly improved mission/quest design and Antagonist player attractiveness. Descent 2nd Ed still had a considerable number of "Gotcha" cards available for the Overlord player that tended to make things less fun for the players. Also in Descent the vast majority of individual quests seemed to be "race" type things that got stale for us over time. All too often it felt like actually attacking something was usually a bad choice, whereas IA forces you to balance combat vs movement in nearly all missions. Particularly later campaigns and missions got a lot better at bringing thematic tweaks into play that I was missing in Descent. In terms of straight up rules differences I would say that IA is a considerable improvement and refinement. Particularly the LoS and big figure movements stuck in my mind as things that I vastly prefer.
  2. In our group our GM has trouble getting us into a fight. Unless it's basically an ambush where the opposition fires first we will nearly always come up with a way to charm, deceive or bribe our way out of an actual fight. After all, we are at the Edge of the Empire. A few credits and a sharp mind can go a long way.
  3. It is recommend to keep it at one check and not a check for each maneuver, gameflow and all. Same as for ground combat. Now if you fail that check you are naturally in trouble or can't chase your target anymore into the obstacle. Hm, I seem to be missing that recommendation, could you point me to where in the rules I find it. Or is it "just" forum consensus that I am unaware of?And considering that System Strain is really hard to remove, there will generally only be one Pilot Only Maneuver per Round per Ship anyway. And most encounters are unlikely to have more than three or four acting vehicle/vehicle groups. So not too much of a hassle if it gives your pilot something to feel awesome about. In this situation I'd say a small hit to gameflow is worth it for the extra fun for the pilot player. Clearing system strain is a single damage control action, something which can performed by crew or astromechs just fine. It is trivial to remove and even in single seaters not that problematic if your mechanic skill is decent enough. You clear after all one strain per success. Though my own character just converts system-strain to strain and uses some of his advantages to clear that strain. Hotshots can go quite wield even without my beloved astromech. The recommendation to skip rolling pilot checks on everything should be still avaible in the FAQ topic iirc. It would be rather impractical in context if you would spend your only action on maneuvering each round, right? Clearing strain: Yeah ... Reading up on it again I realised that it is a LOT easier than I remembered. All I had in my had was the "1 per day" bit outside of combat. Only Action on Maneuvering? I am not sure what you mean. Nevermind ... I found the FAQ Entry and that led me to "If it's a skillcheck it's an action" ... that is ... probably not something I am a fan of.
  4. It is recommend to keep it at one check and not a check for each maneuver, gameflow and all. Same as for ground combat. Now if you fail that check you are naturally in trouble or can't chase your target anymore into the obstacle. Hm, I seem to be missing that recommendation, could you point me to where in the rules I find it. Or is it "just" forum consensus that I am unaware of?And considering that System Strain is really hard to remove, there will generally only be one Pilot Only Maneuver per Round per Ship anyway. And most encounters are unlikely to have more than three or four acting vehicle/vehicle groups. So not too much of a hassle if it gives your pilot something to feel awesome about. In this situation I'd say a small hit to gameflow is worth it for the extra fun for the pilot player. Clearing system strain is a single damage control action, something which can performed by crew or astromechs just fine. It is trivial to remove and even in single seaters not that problematic if your mechanic skill is decent enough. You clear after all one strain per success. Though my own character just converts system-strain to strain and uses some of his advantages to clear that strain. Hotshots can go quite wield even without my beloved astromech. The recommendation to skip rolling pilot checks on everything should be still avaible in the FAQ topic iirc. It would be rather impractical in context if you would spend your only action on maneuvering each round, right? Clearing strain: Yeah ... Reading up on it again I realised that it is a LOT easier than I remembered. All I had in my had was the "1 per day" bit outside of combat. Only Action on Maneuvering? I am not sure what you mean.
  5. It is recommend to keep it at one check and not a check for each maneuver, gameflow and all. Same as for ground combat. Now if you fail that check you are naturally in trouble or can't chase your target anymore into the obstacle. Hm, I seem to be missing that recommendation, could you point me to where in the rules I find it. Or is it "just" forum consensus that I am unaware of? And considering that System Strain is really hard to remove, there will generally only be one Pilot Only Maneuver per Round per Ship anyway. And most encounters are unlikely to have more than three or four acting vehicle/vehicle groups. So not too much of a hassle if it gives your pilot something to feel awesome about. In this situation I'd say a small hit to gameflow is worth it for the extra fun for the pilot player.
  6. Question: I am trying to find in the rules on "Evasive Maneuver" how it allows you extra upgrades for handling. What is the source for that? Is it somewhere outside the Core Book? Or is it a houserule? Edit: Also for the "Jump to Hyperspace" Action. Do you have a rules reference for that. I was never able to find something that specific.
  7. Just because I just stumbled across the thread from a related google search and I cannot believe noone else has mentioned it in three years: Holy Thread Necromancy! Page 240, EotE Core Rules "Stellar Phenomena or Terrain" "When a ship passes near or through one of these treacherous obstacles, the pilot might need to make an appropriate piloting check, even if he is attempting a starship maneuver that typically wouldn't require one." Difficulty is built like an opposed test where your current speed is the opponents characteristic and half your signature is the skill. So ... go from open space to the crowded approach lanes of a core world spaceport, the terrifying dangers of an asteroid belt, the unknown properties of a nebula, and all of a sudden your Pilot has to beat 1 purple, 2 red to do Evasive Maneuvers, Stay on Target or just plain moving anywhere at Speed 3 in their Signature 4 Freighter. So you have to have a pretty hot shot pilot to pull it off at any speed above snails pace and even they will appreciate a Copilot using their "Copilot" Actions to downgrade those piloting checks.
  8. With just the core set you will occasionally have to reroll a die memorizing the die. In the core this happens if you attack with an X-Wing, with Tie-Fighters supported by Howlrunner and sometimes with concentrate fire commands. It is, at best, an inconvenience. One Dice set will easily fix that for you and I have yet to come across a situation where those wouldn't be enough.
  9. Does that mean if I blow up all 200 points of my enemies capital ships, but none of their 100 points of squadrons, I still get the 300 points, and a likely 10 tournament points? Yes, but you would still deduct the opponents score from yours to calculate MoV. So, neglecting objectives for the moment, if you managed to kill all his ships without him scoring at least 80 points against you, then yes, it's 10-0.
  10. And what in the rules makes you think that?
  11. No. Modifying Dice happens in Step 3. Spending Defense Tokens in Step 4.
  12. Yes, BUT do note that currently the only ability in the game that allows you to add dice outside their "traditional" range is the second player ability of the "Opening Salvo" Objective. Everything else I am currently aware of that allows you to add dice either cannot be used at other ranges (Dominator adds blue dice but is limited to Short-Medium) or is limited to dice already present in the pool (for example Concentrate Fire Command) or specifically red dice, which are always in usable up to long range anyway.
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