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Doc, the Weasel

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  1. Like
    Doc, the Weasel got a reaction from Banelight in Potentially game breaking Combo?   
    Nothing is gamebreaking if it can be countered by earplugs.
     
     
    Where this game completely flies off the rails is vehicles. You could crash a landspeeder into a group of minions too. It's easier to obtain than all those talents. Anyone can do it, too.
     
    BOOM, GAME BROKEN! Oh yeah, that just happened. Take that developers.
  2. Like
    Doc, the Weasel reacted to psheppard in Potentially game breaking Combo?   
    Well, you've proved it.  This combo breaks the game.  Saves me the trouble of continuing to play it.  Thanks
  3. Like
    Doc, the Weasel got a reaction from FangGrip in Issue With Talents Removing Setback Dice   
    When you say "pad" rolls with setback dice, I'm assuming you don't use threat dice often. I think part of this is a system mastery issue (which will take time considering how new this game is). It's clearer what the problem is coming from WFRP, which uses a similar dice system. 
     
    Warhammer has only two vectors for difficulty – purple challenge and black misfortune dice. With that system, it's easier to see how it works. Challenge dice set the standard difficulty under normal circumstances. When circumstances aren't normal – which is going to be often in an rpg – then you use misfortune dice.
     
    EotE has three vectors for difficulty, and I think that makes it more confusing on when to use each. Add to that the different scale – 4 challenge dice in WFRP is a more difficult roll than 5 difficulty dice in EotE – and you end up with GMs modifying rolls with difficulty rather than setback dice. 
     
    From my experience with both systems, I would say you want to have setback dice for around half of your important rolls. If there is something that gets in the way of the current roll, don't modify the difficulty, add a setback die. I generally add one for each bad thing, so if you are slicing an old computer in the rain while being shot at, then that's at least 3 setback dice. I do the same for boost dice, as well so it's not just to make things hard. Whenever you can pull a story element into a roll, add a setback/boost die. 
     
    So, if your players are making roll after roll without setback dice, I'd ask why there is nothing going on to warrant them.
  4. Like
    Doc, the Weasel reacted to psheppard in Geeze, Kill With Kindness and Plausable Deinability really stink.   
    There's another thread on this below.  I think the main issue is that GMs aren't using the setback die enough.  Since I am aware of one of my PCs having such a talent I am making sure I remember to add setback dice for plausible reasons so that he doesn't feel it's a waste of a talent.  It's not something I need to do for every roll, but there are a lot of roleplaying reasons I can see to add setback dice to a social check (PCs are heavily armed making the merchant nervous that he's going to be robbed, NPC doesn't like droids/aliens, etc)
     
    Edit: Also, remember being able to remove setback dice is licence for your PC to go wild.   Something that, by its very nature a GM might decide warrants a setback die for the PC saying it or suggesting it, can be ignored by that PC.
     
    Edit: Here's a link to the other thread:
    http://community.fantasyflightgames.com/index.php?/topic/89629-issue-with-talents-removing-setback-dice/
  5. Like
    Doc, the Weasel got a reaction from Banelight in Apply Face Directly to Tabletop   
    I I have nothing to add other than I approve.
  6. Like
    Doc, the Weasel got a reaction from JonTheBold in Issue With Talents Removing Setback Dice   
    When you say "pad" rolls with setback dice, I'm assuming you don't use threat dice often. I think part of this is a system mastery issue (which will take time considering how new this game is). It's clearer what the problem is coming from WFRP, which uses a similar dice system. 
     
    Warhammer has only two vectors for difficulty – purple challenge and black misfortune dice. With that system, it's easier to see how it works. Challenge dice set the standard difficulty under normal circumstances. When circumstances aren't normal – which is going to be often in an rpg – then you use misfortune dice.
     
    EotE has three vectors for difficulty, and I think that makes it more confusing on when to use each. Add to that the different scale – 4 challenge dice in WFRP is a more difficult roll than 5 difficulty dice in EotE – and you end up with GMs modifying rolls with difficulty rather than setback dice. 
     
    From my experience with both systems, I would say you want to have setback dice for around half of your important rolls. If there is something that gets in the way of the current roll, don't modify the difficulty, add a setback die. I generally add one for each bad thing, so if you are slicing an old computer in the rain while being shot at, then that's at least 3 setback dice. I do the same for boost dice, as well so it's not just to make things hard. Whenever you can pull a story element into a roll, add a setback/boost die. 
     
    So, if your players are making roll after roll without setback dice, I'd ask why there is nothing going on to warrant them.
  7. Like
    Doc, the Weasel got a reaction from Jetpack in Issue With Talents Removing Setback Dice   
    Yes, this. Boost and setback dice go hand in hand. This shouldn't be a conversation about making rolls harder so much as modifying rolls both ways.
     
     
    I don't know what you mean (edit, edit, edit) 
  8. Like
    Doc, the Weasel reacted to Voice in Pierce/Breach and the Application of Damage   
    No.  Pierce increases the likelyhood of doing damage on a successful hit, but it doesn't guarantee it.
     
    Pierce reads as follows:
     
    If you have a Soak of 5, and get hit for 4 damage with a weapon with the Pierce 2 quality, you take 1 point of damage.
     
    5 Soak - 2 Pierce = 3 Soak
    4 Damage - 3 Soak = 1 Damage
     
    If you (somehow) have Soak 20, and get hit for 10 damage with a weapon with the Pierce 2 quality, you still take no damage.
    20 Soak - 2 Pierce = 18 Soak
    10 Damage - 18 Soak = 0 Damage
  9. Like
    Doc, the Weasel got a reaction from jordiver2 in Issue With Talents Removing Setback Dice   
    When you say "pad" rolls with setback dice, I'm assuming you don't use threat dice often. I think part of this is a system mastery issue (which will take time considering how new this game is). It's clearer what the problem is coming from WFRP, which uses a similar dice system. 
     
    Warhammer has only two vectors for difficulty – purple challenge and black misfortune dice. With that system, it's easier to see how it works. Challenge dice set the standard difficulty under normal circumstances. When circumstances aren't normal – which is going to be often in an rpg – then you use misfortune dice.
     
    EotE has three vectors for difficulty, and I think that makes it more confusing on when to use each. Add to that the different scale – 4 challenge dice in WFRP is a more difficult roll than 5 difficulty dice in EotE – and you end up with GMs modifying rolls with difficulty rather than setback dice. 
     
    From my experience with both systems, I would say you want to have setback dice for around half of your important rolls. If there is something that gets in the way of the current roll, don't modify the difficulty, add a setback die. I generally add one for each bad thing, so if you are slicing an old computer in the rain while being shot at, then that's at least 3 setback dice. I do the same for boost dice, as well so it's not just to make things hard. Whenever you can pull a story element into a roll, add a setback/boost die. 
     
    So, if your players are making roll after roll without setback dice, I'd ask why there is nothing going on to warrant them.
  10. Like
    Doc, the Weasel got a reaction from PatientWolf in Issue With Talents Removing Setback Dice   
    When you say "pad" rolls with setback dice, I'm assuming you don't use threat dice often. I think part of this is a system mastery issue (which will take time considering how new this game is). It's clearer what the problem is coming from WFRP, which uses a similar dice system. 
     
    Warhammer has only two vectors for difficulty – purple challenge and black misfortune dice. With that system, it's easier to see how it works. Challenge dice set the standard difficulty under normal circumstances. When circumstances aren't normal – which is going to be often in an rpg – then you use misfortune dice.
     
    EotE has three vectors for difficulty, and I think that makes it more confusing on when to use each. Add to that the different scale – 4 challenge dice in WFRP is a more difficult roll than 5 difficulty dice in EotE – and you end up with GMs modifying rolls with difficulty rather than setback dice. 
     
    From my experience with both systems, I would say you want to have setback dice for around half of your important rolls. If there is something that gets in the way of the current roll, don't modify the difficulty, add a setback die. I generally add one for each bad thing, so if you are slicing an old computer in the rain while being shot at, then that's at least 3 setback dice. I do the same for boost dice, as well so it's not just to make things hard. Whenever you can pull a story element into a roll, add a setback/boost die. 
     
    So, if your players are making roll after roll without setback dice, I'd ask why there is nothing going on to warrant them.
  11. Like
    Doc, the Weasel reacted to Yepesnopes in "Put your hands up!"   
    You can warn the player that you will treat the shot as a "coup de grace" if for example you roll enough advantages.
  12. Like
    Doc, the Weasel got a reaction from Kermitgb in EotE Core Rulebook Errata   
    Pg. 84, The Scoundrel Talent Tree
     
    Am I the only one who thinks it's weird that the entire middle of the Scoundrel tree is only accessible from the bottom up? It doesn't follow the design of any of the trees, and looks like someone missed a connection either from the starters down, or laterally from the second row in.
  13. Like
    Doc, the Weasel reacted to Kallabecca in Gaining new specializations   
    Agree. This isn't a level based system. Just because characters are at 400XP, doesn't mean they all have the same capability. Same thing with Savage Worlds or GURPS or Shadowrun or HERO System. It isn't about what your total XP is that matters, it is about what you can do with the character based on what you've already paid for.
    You're a medic, not because you've spent 400XP on the talents and skills, but simply because you HAVE the talents and skills.
    You're a pilot, not because you've spent 500XP on talents and skills, but simply because you HAVE the talents and skills.
     
    Unlike D&D where encounters are calculated purely based on total XP earned (essentially since levels are all XP driven), this system is more about what the characters actually HAVE ON THE SHEET than on How Much They've Spent. You don't throw an army of Stormtroopers at the players just because they have 500XP spent each, but because they have 5 Ranks in Gunnery + Talents that make them highly effective in combat. Similarly you don't force characters into nuanced political situations just because they've spent 400XP, but because they have 5 Ranks in certain Social Skills and the Talents to go with it.
    "Efficiency" of spending XP doesn't exist in point based systems because GMs should be tailoring things to the party not the party tailoring to the situations. So, what players choose to spend XP on should just reflect where they want their character to be. They don't gain XP for every minion destroyed. They gain XP just for being in the adventure and advancing the story.
  14. Like
    Doc, the Weasel reacted to HappyDaze in Gaining new specializations   
    Backing up to the initial discussion (refunding spent xp when picking up new Specializations):
     
    Do you plan on adjusting for non-ranked Talents too? For example, an Assassin takes Quick Draw for 10xp. If he picks up Scoundrel, it's available for 5xp. If he's already purchased it for 10xp (from Assassin), does he get refunded the 5xp difference?
     
    Do you plan on adjusting for Characteristic inequalities? A character with Intellect 4, Agility 2 gains Dedication and becomes Intellect 4, Agility 3. His partner started at Intellect 3, Agility 3 and purchases Dedication to become Intellect 4, Agility 3. They are now the same except that the first character spent an extra 10xp at the start. Would the first character somehow get these 10xp back?
     
    These were issues that came up in my discussion with a fellow player in my group. He (and I) feel that there are several areas where the opportunity cost of taking certain things early is going to be higher because you gain a benefit from it early on. Later you might not be quite as 'efficient' of a build, but that doesn't always matter to all players. Further, because of the exceptions I've listed - and others that are likely to appear on a detailed look through - I don't feel that I'll ever support house rulings that refund xp.
  15. Like
    Doc, the Weasel reacted to kelann08 in Gaining new specializations   
    The thing you're missing, Freak, is that he IS trying to be argumentative.  Many of his posts consist of more questions that answers.  He doesn't make a statement to defend his stance, he asks you to defend yours so he doesn't have to.  That's the very definition of argumentative.
  16. Like
    Doc, the Weasel reacted to mrvander in Gaining new specializations   
    I have nothing to add to this thread.
  17. Like
    Doc, the Weasel reacted to HappyDaze in Gaining new specializations   
    If a group other than my own is getting enjoyment out of them game by doing something different than the way I would do it, then I would say that they are doing it the right way (for them). I save my judgement for what is and isn't the right way to play for the game I'm running, and even then I let things slide if they don't hurt the enjoyment of anyone else.
  18. Like
    Doc, the Weasel got a reaction from segara82 in Armor   
    I don't know what all the fuss is over this anyway. We are talking 2 soak and 1 defense. Both of those things are incredibly easy to achieve with two talents and heavy clothing.
     
    It's not like wearing this armor makes characters even remotely unstoppable. Sometimes I think people get into a mindset of limitation and start applying it everywhere, even where it isn't needed.
  19. Like
    Doc, the Weasel reacted to MrTact in Armor   
    Then why not just say "you can't have that" rather than trying to penalize them for wanting to wear it? One could certainly make the case that for some archetypes (bounty hunters in particular), heavy armor is pretty canonical.
  20. Like
    Doc, the Weasel got a reaction from AustinKatan in So I had a problem with Space Combat yesterday...   
    Part of the issue is that having a hotshot pilot lies in talents, not in the skill. Most of the awesome piloting are special bonuses and actions found in the Pilot specialization (boosting speed, adding defense), and unless you are navigating an asteroid field then the skill itself isn't rolled as often.
  21. Like
    Doc, the Weasel got a reaction from Reydan in Armor   
    I think this question is akin to: "Mercedes is a superior car, so we can expect everyone to have one, right?"
  22. Like
    Doc, the Weasel got a reaction from StriderZessei in Starting ship.   
    I'm giving my players a YT-2400, with around 10-20,000cr in repairs needed.
  23. Like
    Doc, the Weasel reacted to fjw70 in Range Bands and Abstract Movement? Gah!   
    You might want to try using zones. Same zone is short range, 1-2 zones away is medium range, 3-4 zones away is long range, and 5-6 zones away is extreme range. It takes a maneuver to change zones.
    Still keeps some abstractness but gives a visual way to track distances.
  24. Like
    Doc, the Weasel got a reaction from Daredhnu in Make Adversary Cards!!!!   
    I am not very interested in talent cards (which can already be easily referenced on a single page).
     
    What I think we need are cards with adversary stats on them. Some ready made baddies that I (as a GM) can whip out in a pinch, with all their pertinent data. 
     
    You could theme the packs, like Imperials, Gangsters, Corporate, Pirates, etc.
     
    Who's with me here? 
  25. Like
    Doc, the Weasel got a reaction from SassyBRowncoat in Gaining new specializations   
    My point is that this isn't a system where you have to squeeze every last upgrade out of char gen to have a useful character. Other games have a "min/max or else" ideology, but not this one. An ag 2 skill 2 pilot will be a productive team member regardless of being shorted a die upgrade 100xp later.
    The way the dice and stats interact allows players to easily make useful characters and focus on the story rather than being forced to math out the best xp progression.
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