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FuriousGuy

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  1. I agree that auto-fire is a problem and something needs to change. I like your idea fine, @SkyJedi, but give it a try for a session or two and see how it plays. I think for some characters in my group, it would have made auto-fire too risky to use, while for our main gun-guy, it wouldn't have slowed him down much (though some slowing was very much needed). If I ever run FFG SW again, I'm tempted to completely remove the multi-hit capability of auto-fire and trade it for something more narrative. For example, you could spend the advantage to suppress a minion group, causing them to risk getting hit with the weapon's base damage if they roll any threat on their skill checks until your next turn. Guess I'd have to figure out how that kind of change would impact the talents that are in the game, too. Uhg, those rules-light narrative RPGs my buddies like are looking better all the time. Honestly, auto-fire didn't need to exist. They could have just given those weapons a bit better damage score and been done with it. Also, why can't I hit more than once with a regular blaster if a single combat check can represent multiple shots? I guess with minion groups you sort of get multiple hits because of the way the damage overflows into the next minion, but if that's intended to model multiple hits then I'm back to just making auto-fire weapons +X damage against minion groups or something. Anyway, back to your regularly scheduled internet argument!
  2. I'm with @SEApocalypse, get rid of most of the crunch (i.e. the talents and gear attachments/mods). The narrative dice are really fun but the crunch in this system causes huge scaling problems in my experience (e.g. heavy blaster rifle + Superior Weapon + Augmented Spin Barrel + Electronic Sighting System + Q22 Retinal Tracker + Mod III Cyberlegs + Mod VI Cyberarms + Deadly Accuracy + Targeted Blow + True Aim = OMGWTFBBQ!).
  3. If the entire party is sneaking, I would use an opposed group Stealth check. So the best character at sneaking is the one that rolls, difficulty based on the best possible "detector" that they're trying to sneak past, and other characters trained in Stealth pass a boost die. Maybe give out a setback or two if some non-stealthy characters in the group are wearing heavy armor or something. But I don't know what the actual rules are, that's just how I would run it off the cuff!
  4. I feel like you forgot something with the Harch. Free maneuver, perhaps?
  5. Dang good point Richardbuxton, forgot about that! Intellect 3 I'd say.
  6. Rival version: Brawn 4 Agility 2 other stats 1. WT 15, Soak 6 (integrated "heavy clothing"), Droid Traits. Applicable skills rank 2 (probably Brawl, Coercion, Discipline, Vigilance, maybe a Ranged skill, etc.). That's what I'd spitball up, anyway.
  7. Sounds like the C-ROC is very similar to a Gozanti, which I guess makes good sense! Can't wait to nab this one.
  8. That's a good idea. Then he could have Brawn 4, which I think fits a bit better. Unfortunately Enforcer only gets Vigilance as a class skill, but I suppose if the movie character has advanced a bit, then he could have picked up some ranks of those skills along the way. That is no benefit at all. Your GM is not going to space the entire party leaving your droid functional and killing everyone else, and even if that happened, a droid character would still be effectively killed, floating out in space until it falls into a gravity well or something (excepting droids with built in maneuvering thrusters of course). Similarly, while there are certain weapons droids are immune to (poison gas perhaps), there are also weapons to which they are uniquely vulnerable (ion). The Force power immunity is quite limited (Move still crushes you, etc.) and is easily offset by not being eligible to obtain Force powers, which are some of the most powerful abilities characters can have. In short, there are narrative differences between droids and organics, and skillful GMs will call out these differences now and then, but their situational narrative advantages are just not worth the huge mechanical disadvantage droids have. The only reason for it that I can see is that organics created droids to be slaves, so they purposely made them to be inferior. That may be good from an in-universe realism perspective but kinda sucks for playing an RPG. While we're at it, giving a Gand +10 XP for having lungs basically requires the GM to take that Gand's air filter away at some point to make him pay for it.
  9. Hi guys! If you wanted to make K-2S0 as an EotE character (or AoR), how would you stat him out? Here's my attempt to make him as a starting character: Brawn 3 - He can toss stormtroopers around, and it takes a few blaster hits before he goes down. 3 is "strong as a Wookiee" and I don't have enough XP to go to 4, so that will have to do. Agility 2 - He can hit with a blaster, but he doesn't seem especially agile (but certainly more agile than, say, C3P0). Intellect 3 - He can calculate unfavorable odds quite quickly! He also handles astrogation for Captain Andor. Cunning 2 - He is a terrible liar, but he does notice some things, so I'll chalk the bad lie up to a bad roll. Willpower 2 - He defers to Captain Andor most of the time, but he can disobey when he wants to. Presence 2 - He's likable, but not a dynamo of personal magnetism. He has to take 5 extra obligation so he can afford those stats, of course. Man, droids get the shaft! As for Career/Spec, how about Hired Gun / Enforcer! I read that his series are called Enforcer droids, so that fits. Plus he's large and intimidating, and when he gets the Loom talent, he'll come in handy for social encounters too. What would you guys do differently?
  10. kickgirl you should have a webcomic or something! Nice work!
  11. In short, yes, they screwed up the math on several of the races and made them clearly inferior or superior to what appears to be the standard. It's hard for me not to get hung up on that, but probably we should try to just let it go. Alternatively, you can house rule it to fix the imbalance.
  12. So Pantorans are the new master race? 110 XP with a 3/1 split?
  13. Vader's player: "I saved my own son from the Emperor so that balances out killing a temple full of Jedi younglings and every other evil thing I did for 19 years." GM: "Yep, sound good, you're now a blue Force ghost." Let's face it, the Morality system was not being used in the movies. In practice, it promotes a steady climb to Light Side Paragon and a lot of players arguments that go like, "Well *I* didn't kill those guys, that was the Gank," or, "*I* didn't steal that stuff, that was the smuggler." I hit them with the "knowing inaction" conflict, but it's only 1 point per the rules. If I were to hit them with lots of conflict for other PC's actions, I'd be recreating "The Paladin Problem" and we'd have all kinds of intra-party arguments, possibly even intra-party conflict. I have literally never seen that work out well in any gaming group. I'm tinkering with some house rule ideas but I have nothing I really like at this time.
  14. I wrote out a couple scenarios to test out some house rules I was considering (and have been using for a few sessions now). It's here: https://docs.google.com/document/d/1mm0RFKz55ahI1OsXlRCIC0dZg6-SuOyRBjI7gLeDgZY House rules I was checking out are here: https://docs.google.com/document/d/1uM-Q2WK_fdIehhIuLrTabSxbIywlJ8yBgnmQGCMYzx4
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