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Everything posted by Glororhan

  1. Even requiring two advantages, auto-fire is pretty bananas in terms of raw damage output vs a single target. I think a simple fix is to only allow it to be used to hit multiple targets, so no stacking multiple hits on one target. So an autofire weapon is really good at taking down or damaging multiple targets, but not particular good for focused fire. That makes higher damage non-autofire weapons more attractive if you're just trying to take one person down or harm high soak individuals.
  2. I feel I try to play fairly competitively when it comes to making killer builds and trying to make the best moves possible. However, where I am a lot more casual is forgiving silly mistakes, as I'd prefer superior tactics and strategy to be the deciding factor in a win. If someone forgets to take a focus action or accidentally sets a move on their dial they clearly didn't intend to make, I am fine letting that sort of thing slide. Truthfully, I make enough of those mistakes myself that I appreciate the good will . Of course, there is no excuse for just being a bad sport even if you play ultra by the book.
  3. Doesn't he lose his free boost when you use PTL? So without a stress reliever, he's in pretty bad shape, right?
  4. I call any build with Wedge and some unnamed pilots in it "Eat your Wedgetables". Because it really is time.
  5. My assumption for turrets is that each can be either manned by someone, in which case they get 360 degree fire, or fired by the pilot or co-pilot, in which case they are locked forward. Again, this is just something I made up but that seems to fit the movies and lore . As for the question of why someone adding weapons wouldn't just ALWAYS add a turret, I do the following in my games: -No missile turrets. Maybe there are some examples of specific ships with these, but they seem a little too silly. -Silhoutte 4 ships and below can only have two turrets, one at the top of the vessel and one at the bottom, as my assumption is that they don't have room for more turrets!
  6. Agreed with most posters, the X-Wing shouldn't be so obviously better than all other starships that you'd never want to fly anything else. I think going down to armor 3 or 4 would accomplish this pretty well. Also, I'm fine with the X-Wing being the default choice that is a little more powerful than most ships, but I shouldn't feel like an idiot for wanting to fly something else.
  7. The way I have been running it is that only the pilot, copilot, and "gunner" crew can fire a ship's weapons. The exception are turrets, which I assume have their own stations, a la The Millennium Falcon. However, I recognize this is a fairly arbitrary distinction.
  8. Frankly, all the careers feel very similar to edge of the empire counterpoints, with only a few unique talents (like incite rebellion). It is kind of weird. It also creates some annoying consequences if you let players branch out into both since ANY build can hyper specialize this way. For example, I have a trader in my group who pointed put he could pick up two more ranks in wheel and deal by picking up another career from rebellion, making him even more godly at selling legal goods. As things stand they are so similar I probably won't allow mixing the careers from both books in my games. Mostly the sameness is annoying when making a new character. The GM in one of my games said we could switch over to Rebellion characters using the same XP we'd already earned and I was dissapointed to see that options mechanically were nearly identical to edge of the empire.
  9. Hmm, wookipedia says they were created to defend heavier slowly moving fighters, such as X-Wings and Y-Wings. The initial impetus for their creation was how close a few TIE Fighters came to causing a defeat at the battle of having due to their superior speed. http://starwars.wikia.com/wiki/RZ-1_A-wing_interceptor
  10. Speed 2 is very slow for an imperial star destroyer. Didn't Han brag about being able to outrun these like it was kind of a big deal? If so, shouldn't they be at least as fast as a stock YT-1300?
  11. The A-Wing seems awfully fragile. The X-Wing can take 4-5 hits from a TIE fighter, but the A-Wing is blown apart after only 1-2 hits! The rebel craft should all be designed so that PCs can feel bad-ass flying them. As it is, it's hard to imagine a PC stepping into one of these deathtraps. Even the sensor jammer doesn't help protect against other silhouette 3 ships, which I believe is what interceptors generally are supposed to go up against. To make matters worse, they cost even more than an X-Wing, which seems pretty hard to justify.
  12. Oh, good idea about upgrading the check instead of increasing the difficulty. At the very least, I think that makes a lot of sense after difficulty 5 (normal max difficulty). Some of the mods, such as the hanger bay, go up to 5 mods of the same type, which would mean 7 difficulty dice for the final mod!
  13. To each their own, I'd say. My players don't really see my house rules rule as a penalties, as they like not feeling pressured to focus on soak to be as effective as possible in combat. And the one melee guy in my group really likes being able to lock people down in melee (plus he still has a ton of HP) so it works out pretty well, especially since everyone knew the house rules during character creation, so they went in with eyes wide open. And I'm happy for combat to feel a little deadlier (for both sides).
  14. My house rule is to cap soak from Brawn at 2, so even someone with a brawn of 6 or 7 only has a soak of 2 from brawn. A bit draconian, yes, but I think it makes things a little less silly; after all, it doesn't seem like being super strong and tough would make you nearly invulnerable to most small arms fire (certainly doesn't help much in real life). I've also house ruled that Enduring doesn't stack with itself. So people who already have enduring can skip that entry in the talent tree, which I believe is already a rule for talents that don't stack with each other. To make up for house ruling brawn, I've given melee combatants a free attack (a la d&d opportunity attack) against people trying to move out of engaged range with them (unless they spend their action moving out of the way, in which case they can't make an attack).
  15. Yeah, I think damage is pretty reasonable in this game for most builds. For really high soak builds (high brawn + talents), the damage is actually pretty low, but that's a problem with high soak builds more than the damage. Also, it's worth noting that blaster pistols take quite a bit more hits to take a PC down against an armored PC with average brawn. In fact, in my game I boost all blaster pistol damage by 1 to make them a little more deadly. Even a standard blaster rifle might take 3 hits to take down a PC. Finally, stimpacks are a very useful tool for giving PCs added survivability, since their liberal use can easily make up for a couple hits.
  16. A couple thoughts: -Shields: These add black dice to defense rolls, not soak. So they make it harder for enemies to land a hit in the first place. A TIE attacking a YT-1300 with standard shield configuration would have a difficulty of two purple dice and one black die to hit, and of it scores a hit it would be doing it's damage against a soak of 3, so if it scores at least one success it will do 4+ damage (6 base damage + 1 or more successes - 3 soak). -Minion Groups: In my opinion, minion groups are basically good for two things - streamlining fights and making PCs appear more badass. In most cases, grouping 3-4 TIEs together as one minion group makes them easier to fight than if they were all fighting separately. That's because, even though they have a higher chance to hit, they are taking a lot fewer shots, which probably means less damage overall. Similarly, they have one pool of HP, which means the PCs only have to break through their soak once and then can potentially take out multiple TIEs. Typically, when I am preparing a space battle, I want the PCs to be fighting 2-3 ships or minin groups, so I'll group the TIEs or whatever craft they are fighting into groups accordingly. So if I want a relatively straight forward fight against 4 TIEs, I might have two groups of two. -Strain: Unless enemies are doing ion damage and specifically trying to disable the ship (ion damage does staring damage), it's typically only going to take strain when the PCs take extra maneuvers in combat (two strain to take an extra maneuver) or things like push the limit. You may also consider applying staring if they roll disadvantages on pilot checks or in any other check where you could see some misstep causing stress to the ship.
  17. Here's what I do for star wars: 1. Think of some cool ideas for NPCs: fellow smuggler the PCs have worked with, local crime lord, swoop gang, etc. 2. Go through the adversaries chapter and assign your NPCs stats from the book, So the smuggler friend might be a normal (rival level) smuggler, for example. Some might not be a perfect match; maybe most of the swoop gang are just street toughs. 3. Make up some fun goals for a few of the NPCs, which generally involve hiring, coercing, or tricking the PCs into doing something that benefits them. The rest can be resources the PCs go to in persuit of these goals or whatever the PCs have in mind. 4. Put together some basic encounters for each goal or mission the NPCs have for the PCs. So maybe their smuggler friend wants them to help her pull convoy duty for a few merchants trying to get to a nearby planet. That probably involves a simple encounter where they negotiate with the merchants for the rate they'll charge, so you'll want to look up some stats for merchants and think about what they can afford to pay. It may also involve a climactic attack by some pirates flying Cloakshape fighters launching from a nearby moon when the convoy exits hyperspace, so you'll want to pull up some stats for the ship and pilots and consider how they would respond to negotiation, surrender, or things turning against them. 5. When planning, try to imagine how you would do things as the players and whether the players are being given a "fair chance", i.e. do they have a chance to escape from a superior force, to notice a trap, to take on their foes in combat, to negotiate, etc. 6. During the session, be flexible. If you have an idea of what types of people your NPCs are, you can have them react to whatever the PCs throw at them. Similarly, it's simple enough to invent new locations on the fly, like a seedy cantina teeming with gamblers or a shining spaceport filled with aliens from across the galaxy. What I've described is basically what I do in my sessions. My games are very open ended and driven by what my players are interested in and how the NPCs in my world interact with them, with plenty of hooks for them to grab hold of and run with.
  18. Characteristics are really powerful in this game; it's easy to underestimate them. In terms of just successes and advantages, 4 green dice is equivalent to 3 yellow dice (though, of course the yellow dice each have a 1/12 chance of a triumph), and each characteristic covers a lot of skills. In short, you get a lot of bang for your buck. When I make a character, I front-load almost entirely on characteristics: for most non-humans I'll take 10 points of obligation and go for 4 in two characteristics; it's super fun to be quite good at two whole sets of skills, and it allows a nice dual focus on combat and non-combat. For example, I might play a Bothan spy who has an agility of 4 and a cunning of 4, making them a good shot, a good pilot, good at sneaking, good at lying, good at getting information, etc. For a human, I might ultra specialize with one stat at 5 and play, say, a super charismatic disgraced former senator. The nice thing about this approach is you still start with a good number of skills dues to your career, species, and specialization. Then, with a really solid baseline in place, you can expand your character by picking up talents and increasing skills with XP you earn through play, either further enhancing your strengths or shoring up weaknesses as desired and as it fits your character concept.
  19. I'd be surprised if 4 encounters took less than 4 hours, especially if one or more of them involve a fight, especially when you consider all the banter, preparation, and side encounters the players are likely to initiate.
  20. I think starting as Politico makes sense if you really want to represent her history as a member of court, as they get nice skills such as charm, deception, leadership, and some appropriate knowledge skills. You could even go the track for Improved Inspiring Rhetoric to turn her social skills into a useful combat ability (though is is expensive), which certainly seems like it could be thematic. The big question is, how much are you going to take advantage of the specialization? If you plan on raising the key social skills a lot during the game and taking advantage of the talent tree, then being a Politico is great. If not, then don't weigh yourself down with a list of career skills and talents you won't actually advance just for the sake of a nod to your backstory. In terms of pilot, the big question is: do you want to unlock all those delicious talents on the pilot tree to ultra specialize or just have a really good pilot skill? Picking up a new specialization is expensive, so if a high pilot skill is what you are looking for, you may consider just picking up the Well Rounded talent on the politico tree, which allows you select two new skills as career skills. Are you a human? That gives you some flexibility, since you can select two non-career skills to start with one rank in. So you can either use that to start out with a rank in pilot, or you could go full circle, start with pilot as your career, and use those bonus skills to start with, say, charm and negotiation as a nod to your courtly past. From a mechanical standpoint, if you want to represent this concept, your starting characteristics are going to matter more than anything since they form you base dice pool, at least for the first half dozen sessions or so before you rack up enough XP to buy a lot of talents and skill ranks. As a human, I'd reccomend starting with a high presense and agility (3 or 4 in each). With obligation, a non-human can start with a 4 in both agility and presense, which is really fun!
  21. I agree on not allowing it for auto fire, which is already Super powerful. I would allow a player to transfer it to an item so long as they don't do it constantly or "tactically". For example, if they grade to a new weapon, no problem. If they want to temporarily transfer it to some melee weapon they plan to use in the next encounter and then switch it back, that is too cheesy.
  22. I don't normally bump, but this was originally posted when the forums weren't working for new users. Does anyone have any thoughts on this?
  23. I'm a little confused. I thought Winning Smile was designed specifically for combat situations. In most social situations you aren't counting in combat rounds, right? Doesn't winning smile seem like the sort of thing you're going to use at the beginning of combat to get a quick edge? Or am I missing something and there are a lot of noncombat uses for delaying someone a round that come up regularly in your games? If that's the case, then I would definitely allow it in almost any fight instead of arbitrarily restricting it for roleplaying reasons. As a GM I generally try to allow players to use their abilities if it seems justified by the rules, and I come up with roleplaying justifications as they seem appropriate. I'd hate for a player not to take a cool funny thematic ability like winning smile because the GM doesn't let them use it in 75% of their fights.
  24. Hmm, it looks like the last time I tried to post this it didn't work out, so I'm trying again... My question is pretty basic: Does honeyed words let you do anything you couldn't do already? Wouldn't using guile to lie to someone so they'll agree to follow a course of action you propose be a pretty basic use of the ability? If so, is honeyed words only good for it's boon effect?
  25. So I've been looking at the "social" action cards, particularly the ones that say they "influence" someone on a success, and I'm trying to figure out why they are needed. Do they let you do things you wouldn't be able to do with the skill normally, or are they just useful for their extra abilities and the "influence" part is just an added bonus? In particular, Honeyed Words has me wondering. It basically let's you lie to someone to get them to agree to a reasonable course of action. If you get a success, the action succeeds and you generally get the person to go along with what you were planning. Is this something that couldn't be done with Guile normally? Or is it really just useful for the benefit that comes along with the boons, namely a fortune die on future rolls? I'd be interested to see how people handle Honeyed Words and similar "social" action cards in their games. Thanks!
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