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TraderJB

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  1. I think you can do a reasonably good job of random deck construction. This is how I'd do it: For your corp: - All the Hedge Fund, Melange Mining Corp, and PADs (8 cards) - 10 Random Agendas - 20 Random ICEs - 10 Random Upgrades/ICEs/Operations For your runner: - All the Armitage Codebusting, Cyrpsis, and Sure Gambles (9 cards) - 40 other cards Now it's very important that neither player look at their deck or the remainder before play; A large part of what gives the better deck the advantage is the strategy to play it. This will not nessisarly produce tournament legal decks, nor will it produce very good decks. However, it should create decks that are perfectly playable and roughly balanced for casual play. Certianly, if you switch decks and play a second game you should have a balanced set. Note about the Agendas. Right now the minimum number of Agenda points in 10 cards is 15 for Weyland. The game should still function if this number doesn't fall below 14. So, if they publish more 1 point agendas for Weyland, this system may need some adjustment.
  2. While I agree with most of the analysis of Sydwys8, I don't think the runner factions are going to be particularly good with one type of icebreaker. And you didn't mention what seems to be the exclusive domain of Anarchs, the viruses. With the paracites and data-suckers the Anarchs are going to want to focus on cheap low strength breakers. Meanwhile it seems like Shaper programs will come with "for the rest of the run" standard. I predict that in future sets we will see an Anarch Decoder with similar values to the Corroder and an Shaper fracter that functions similar to the Gordian Blade.
  3. I'm in Baltimore, and I'm itching to play the game again soon. I first played it Saturday and stayed up until 4AM. Send me a pm with your availability.
  4. I'm going to be doing a demo at my FLGS in the near future. For anyone who has run a demo, I'd be glad to get some advice. For example, I was thinking about using smaller decks (say 30) and playing until two stories. Is this a bad idea?
  5. I was unaware of the Mulligan Rule, with that in effect you only need nine scrubs to ensure a 95% chance of a playable character. (As an interesting sidenote, the Mulligan rule also makes it so you can get any card that has three copies in you deck 63% of the time.) But if you stick with sixteen you can mulligan after specific cards without really risking an empty tabletop. I can think of several ways/cards to counteract the birds. I don't think they are the problem. I've gotten three characters on the board in one turn without using them. I think it's the Seventy Steps that have the issue. (Although a good Syndicate deck could maybe get around them.) My suggested fix would be: Forced Reaction: Sacrifice this card or exhaust a character you do not control.
  6. I'm new too, but I tell you what I've found. I love my events but I was losing fairly horribly until I started to make sure I had at least thirty. If you think about it, you start with eight cards to look at. Unless you have a really cunning plan, you need a 1 or 2 cost character in that initial eight cards; two such cards are even better. Doing some math, you need sixteen such scrub cards to have less then a 5% chance of that happening. And unless you a building a rush deck, you likely want as many 3 or higher cost characters. So far Hastur has been the hardest to get a hold of. If I were to use him, I'd pair him with a blunt stick faction like the Agency or Cuthulu. While mixing him with my favorite Yog sounds like it could be a lot of fun, I'd need to find enough meat for the grinder (see above) from somewhere (maybe neutrals). As far as no investigation. I've done it with Cuthulu and Yog. You just have to be really proactive on the defence, wait for your bruisers to develop and then mercilessly take stories the slow way.
  7. So far I like Yog.I went for Yog initially because of the role he played in Illuminatus. (I won't give any spoilers here except that he kicked ass.) I find I get a perverse joy out of killing off monsters (or heroes) with events out of the blue. I play him fairly promiscuously. He goes well with the Agency. If you can slow play it, he goes well with shug or the squid. But I think the most fun is to join him the the Miskatonics and use all your magic powers to clear the way for the investigators to do their job quick.
  8. I just sent an E-mail to Canton games in downtown Baltimore about the possibility of setting up a league. I'd be willing to meet up for a few games anywhere with accessible by MTA transit.
  9. Hellebore said: Hellebore said: So, how much of your crew will be dead when your ship is at 0 hull integrity? In my mind it would be sensible for the crew values to be extremely low, say 20% left ALIVE rather than only 20% dead. Hellebore Well, thinking about a space ship, I could see it popping like a balloon with most of the crew still alive just before the pop. Especially, if it is a small ship like a Raider. Hull integrity 0 doesn't nessisarily mean every bulkhead is smashed. You just broke enough that the ship can't do it's primary job of keeping air in and the void out. Even in the age of sail (which is the real basis of BFG), I would think it likely that a ship would sink with most of the crew still alive. I think crew loss is there to have an accumlative effect over many battles. Sure you tech priests can fix the ship allright, but eventually you'll have to leave the expanse to get more crew. So after a few battles you might start with 70 crew (on a small ship).
  10. Hellebore said: Anyway, back to the thread. Does anyone have any other suggestions for modifying crew casualty rates vs the size of the crew? It seems to me, if you want to have the least cascading effects through the system, then it would be better to increase the starting population on cruisers to 150, 200 or more. Under your current 3,2,1 system, you'd have to think hard about what you want to do with the Crew Reclamation facility so that it doesn't become a standard feature on every raider. Plus, Rouge Trader being about Badassery, all changes should lean towards more badass not less badass.
  11. Actually you got it completely backwards. There is a subforum for house rules and you aren't on it. Plus you started this thread saying that the RAW didn't make sense. So, I (and aparently some others) assumed you wanted to argue about wether or not the rules did make sense. BTW, I assumed from the description that Lances came in one side of the ship and went out the other. Also, you make big ships sound like the be all and end all. Why would the Navy build so many little ships if big ships were so much better?
  12. I'm not sure I agree here. If I hit a much bigger ship with a lance, the lance should end up killing much more people just because it has so much more area to go through. Draw a small rectangle and a big rectangle and draw a line through both of them. No mattler the angle, the line through the large rectangle will be longer. Now if you compare one macrobattery hit on a large vs. a small ship I can see your point. But it seems it should be easier to land multiple hits on a large ship. If your aiming at the front of a cruiser you could "miss" and hit the back of the cruiser, just as you could miss a frigiate and hit a firgiate that was flying behind it in close formation.
  13. Well let's break it down to game design theory. Why do skills exist? You can (and I have) run an RPG with just charateristics. It gives you a number to roll agianst. However, games like this can have a problem of too similiar characters. In RT, the Voidmaster and the Arch-Militant both have good Agility. So why is it always the Voidmaster who flys the ship? Because he has the Pilot skill. Skills exist to clearly define the Carrer Paths. Being as Skills exist to provide this level of detail or flavor, it makes sense to break up the street smarts from the egghead knowledge. This way players know from the onset what kind of education they have. When they roll there lore should they recall their dear Proffesor Sarvius or recall a rumor they heard in some tavern. As to what skills are listed under each category, I believe you will find that directly related to what skills are in the carrer paths. So could there be a Soclastic Lore (Adeptus Arbites)? Sure. But they didn't give it to any of the current paths so you would have to get it in an elite advance. In that case, you should have a pretty good idea what it means to your character before you pick it, and don't need to read it in the book. (Maybe your charater dropped out of Arbite academy where as most of us space pirates just see them as something to run from.) If they ever come up with an Arbite related Carrer Path (unlikely), they are likely to flesh out those skills more. Is there an actuall problem that has occured in a game. Or is this all just theoryhammer?
  14. A roll like that can put a quick end to analysis paralysis. If all your players want a particluar kind of ship that's one thing. But if they are creating every permitation under the sun and being all undecided then the roll can set them in a particluar direction.
  15. Varnias Tybalt said: I don't know about you, but if the Navigator in my group suddenly suffers a fit of malicious space scurvy and find himself unable to navigate the vessel out of a hazardous situation, I'd find the gaming atmosphere to be pretty boring if the other players in the group all go: -"Ach! That's too bad Hans. You just take a sickday and we'll have Igor do the navigating for a couple of weeks instead of you." The players are supposed to go: -"*gulp* Oh no. We're stuck in this mess without a navigator to help us out! We're screwed!!" So, both from a dramatic standpoint and from a fluffviable standpoint I say that letting player groups start out with "spare" navigators and astropaths is a bad idea. Granted it would be a smart idea to get more of each of course, but it should require some effort in game, not just be handed over on a silver platter from the get go. Player groups in Rogue Trader already start out with extreme wealth, gadgets and an entire starship. There's no need to make life easy for them. Well, if you want to be fair to my position. I think the players should go "Oh no, Igor is going to do the navigating for a couple of weeks. I hope we don't end up in the middle of an Ork... Whoops, too late. Man the Macrobatteries." Really at this point we are not arguing if the PCs are screwed when the Navigator dies, but how screwed are the PCs if the Navigator dies. Personally, I think it's more intersting to give them the option make short conservative jumps sans Navigator or to try their luck with the new guy. I mean to crunch some numbers, a crew rating 30 navigator who rolls straight 50s for all his warp test will: -have an inacurate estimate of how long the jouney will take -take four times as long as "normal" to get their desination -Get no bonus to the Warp Travel Enconters chart (which will have to be rolled on many times for the long jouney) -Exit the warp dangerously (four degrees of success) off target I think that's sufficently dramtic. Sorry if I didn't explain this fully enough before.
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