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darkrose50

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  1. I agree that droids are given sub-optimal dice pools. I love playing Astromechs in Star Wars. I was not at all pleased with the droid race as presented in the core books. They are at a dice pool disadvantage. I would prefer a selection of droid races to start from with less of a dice pool imbalance, or more starting points. [1] One can have fun with a sub-optimal choice for a character. [2] I often select the sub-optimal choice for a character. [3] However I do not like hidden sub-optimal choices. I think that they are bad game design. [4] Having a seemingly normal choice surprise me as a sub-optimal choice is off-putting. Especially a staple choice, like a droid. [5] A sub-optimal-choice masquerading as a normal or average choice could ruin a character concept, and spoil the game part of role-playing. Both the role-playing and the game part have merit, and need to have attention paid to them. [5a] I played in a Warhammer 40,000 game with a class that starts with a sword that did something like 2d10+3 damage, and everyone else had a gun that did like 5d10 damage. It was nuts. I could run up to the monster and hack at it, do less damage, and be in danger . . . while everyone else was not up in the monsters face, but far off shooting at range and doing more damage. My concept of a bad-ass was ruined. I mean + x2.5 damage for being from any other class is a bit odd. [5b] I played a mad scientist in the original Deadlands, and could not do mad science as it took years to make a contraption. My concept of mad science making gadgets was ruined. [6] Selecting something because it looks neat, but does not perform nearly as well SHOULD NEVER be the default assumption of acceptable. Folks should be warned beforehand of a sub-optimal choice, and be made aware that there character will be less effective due to their choice. The presence of such a choice is disheartening. [6b] Frankly I do not trust the FFG RPGs enough to show up at a session and make a character without reading the book. I would need to spend some time researching what options were sub-optimal, and then perhaps I would select an option that was sub-optimal, but the choice to be sub-optimal, perhaps glaringly so, would be mine. [7] Just present a warning that says "hey you get 55-less points because you are a droid, but have built in equipment, and can do things that organics cannot do without them spending credits on some cheap gear, and thems the breaks kid, now scram". [8] Droids should be able to recoup those 55-points they are behind with credits. I mean non-droids can spend credits in order to buy nigh all of those abilities that are apparently worth 55-points. [8a] I would allow a droid to start with and/or buy some number of cybernetic parts that would give a +1 bonus to an attribute (as equipment, not a attribute), effectively making that attribute cost less XP and effectively be worth more XP. [8b] Starting with two cybernetic systems that gave a +1 bonus (maximum attribute 2), and one cybernetic system that gave a +1 bonus (maximum 4 or 5) or something like that would fix things. [8c] Mostly I would like to see a book of droids with droid races and rules for making droid PCs that were on par with other races and/or had options to re-coup those 55-points with credits.
  2. Check to see how much it would be to order a bunch, say 10. Sell them on eBay to folks in the UK, try to make enough to at least cover the cost of the lot (go for some profit), and keep one for yourself.
  3. Droids pay 55-points for being a Droid. Part of this (~10-points) is not having to eat. Making Droids eat just screws them over more than they already are. I would say that Droids need to get power, but at a much different scale than organics. Perhaps on the weeks or months scale, rather than daily. Any Droid would power up given the chance as often they have nothing better to do. Perhaps they power down while running maintenance programs, and may as well charge up at the same time.
  4. I have run games where I gave out XP that the players can spend, and then I give out extra XP that I spent on their behalf. This way you have . . . (a) combat characters spending points on non-combat skills, and (b) non-combat characters spending points on combat skills . . . . . . to better fit the actual experience the characters lived though. The characters all grow organically, while on track towards a “build” that some players have in mind. As an added bonus you end up with characters that can participate in a wider set of circumstances, and players have a taste of skills that they normally avoid. It also fits with the notion that some things come easy, while others you need to work on. I know I am good at some skills that I would rather swap out for more marketable skills. Note: Make it so that it does not count against the PC's number of specializations. Don't mess with a players' ability to spend XP.
  5. I played an Astromech (R2) in a D20 game, and I had a blast. I could not afford all of the gear that an Astromech had, so I just said that the gear I did not have was broken. After the group joined the Rebel Alliance my R2 forged some requisition forms, and raided the droid repair bay for parts. It was a bunch of fun!
  6. Of course they get paid. Some may do it for free, but not all. Someone funds the rebellion, and payroll is extremely likely to be part of the cost of running a military. I looked up some stuff on the American Revolutionary War, and filled out my opinions based on this. Each command is likely different. Soldiers may have to pay for their uniforms, equipment, and food. Some of the pay is likely in various forms of credit, and some of it is likely in the form of promises for future credits, land, or goods.
  7. Allow him to take out a loan from his grandmother (or someone he would pay back) for enough to purchase an Astromech. The obligation could be along the lines of his grandmother being in a fanatical pinch, and needs some credits for medication. Perhaps she took out a loan from a gangster, and is now in trouble. Allow him to purchase a used Astromech that needs a great deal of work, but is all he could afford at the moment. The obligation could be the droid getting into trouble, or malfunctioning during the job. Make the obligation something that (a) gives him what he wants, and (b) will may stick around after coming up with the ~8,250 credits, or whatnot, that he needed to buy the droid. I would jump on the chance to have an annoying and plucky Astromech about.
  8. Award them 12 experience per session played. In my experience this ends up being every 3 sessions or so. I would think 150 (round up from 144) points would be reasonable.
  9. Here is how I would handle things (using obligation to buy items and such): http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=318&efcid=46&efidt=735297 http://www.criticalfumble.net/forum/showthread.php?p=462367#post462367 Let me know what you guys think.
  10. I really like the initiative system. I think combined with the dice mechanic it gives the feel of teamwork.
  11. I think they should: [1A] Get rid of the career / specialization skill lists. [1B] Mayhaps limit “class” skills to a certain number, but let the player pick them. Give suggestions, but let the player swap skills out. [2A] Get rid of the career / specialization trees. [2B] Mayhaps give each talent a cost and a possible prerequisite. [3A] I think careers / specializations should be example archetypes.
  12. Update 2.0. Please take a look and let me know what you think. http://www.criticalfumble.net/forum/showthread.php?p=462367#post462367
  13. I remembered and found it after not being able to edit the last post. http://www.fantasyflightgames.com/edge_foros_discusion.asp?efid=318&efcid=46&efidt=730993
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