Jump to content

TalosX

Members
  • Content Count

    272
  • Joined

  • Last visited


Reputation Activity

  1. Like
    TalosX got a reaction from bradknowles in Homemade Attachments   
    Hmm, the System Strain Threshold reduction does make sense.  I'd probably reduce SST by 1.  Forgot all about Gain the Advantage.  Changes are updated.
  2. Like
    TalosX got a reaction from whafrog in Careers   
    Well that's more the GMs decision then a failing of the systems mechanics.  The additional Specialization cost (10 XP) is equal to the first point in an out of career skill, and for that extra cost you get access to new career skills, force powers, and a new talent tree... seems like a hell of a bargain in comparison.  Almost everyone takes out of career specializations eventually.  As for the Signature Abilities, talk with your GM.  Explain your characters theme, and maybe he'd be willing to let you use Signature Abilities from a specific FaD Career, instead of your actual Career.  As a GM, I find that I'm usually willing to work with players as long as they're willing to sit down and have a reasonable conversation about what they'd like to do with their characters.
     
    I'm running a game currently using the same premise, EotE and AoR careers only, no FaD careers.  My players seem to enjoy it because now there's actually a story to how they became force sensitive.
  3. Like
    TalosX got a reaction from Kael in Can we get some dark side action in a source book?   
    I don't really see the point of a Dark Side book.  The only things really missing from Dark Side abilities is Sith Alchemy and Sorcery, and they'll likely be folded into the existing Career books.  Currently there's more in-game information on Dark Side mechanics then there is Light Side mechanics.  Despite what the book says, if your not Dark Side or a Light Paragon, you're Neutral/Gray.  There is nearly no benefit at all to play a true Light Side (Paragon) character.  While I don't think Paragon needs it's own book, some actual mechanics would be nice.
  4. Like
    TalosX got a reaction from Kael in Careers   
    Well that's more the GMs decision then a failing of the systems mechanics.  The additional Specialization cost (10 XP) is equal to the first point in an out of career skill, and for that extra cost you get access to new career skills, force powers, and a new talent tree... seems like a hell of a bargain in comparison.  Almost everyone takes out of career specializations eventually.  As for the Signature Abilities, talk with your GM.  Explain your characters theme, and maybe he'd be willing to let you use Signature Abilities from a specific FaD Career, instead of your actual Career.  As a GM, I find that I'm usually willing to work with players as long as they're willing to sit down and have a reasonable conversation about what they'd like to do with their characters.
     
    I'm running a game currently using the same premise, EotE and AoR careers only, no FaD careers.  My players seem to enjoy it because now there's actually a story to how they became force sensitive.
  5. Like
    TalosX got a reaction from RLogue177 in Keeping the Peace preview   
    I would explain the Ghost as a heavy modded ship.  Combined with Hera's skill as a Pilot and Rigger maxed out (brings Maneuvering to -1).  With a bit of narrative license, she can do some pretty impressive things.
  6. Like
    TalosX reacted to LethalDose in Careers   
    I agree with TalosX on this point: the issue is with the GM imposing the rule on creation, not with the system itself.
     
    And I'm not sure the issue with the GM is really a problem.  It's his game, he can run it how he wants.  In an EotE/AoR game, I think it's fairly reasonable to disallow FaD careers at creation, but the RAW very clearly allow players to still become force-sensitive regardless.  The path is still there, and it provides one way to mechanically represent what Luke did (tho Leia may be a better example, assuming she does *something* with her force sensitivity in the new films, I haven't seen TFA yet, so please no spoilers).  Again, TalosX touched on this above.
     
    Unfortunately the RAW would disallow such a character from learning Jedi/force career signature abilities.  This could be easily rectified with house rules, like:
    Characters fitting the above description may take one signature ability from a force-sensitive career they took a spec in. Allow a character a full respec to represent the massive change in their life path. But again, these solutions need to be implemented on the GM's end.
     
    To sum up: It's the GM's game, so what he says, goes.  He may or may not understand the mechanics or the consequences of his restrictions + RAW.  If there's a problem, you should take it up with him.
     
    P.S. With the exception of signature abilities, there's little reason to change careers.  Your 50 xp example would be the cost penalty for 5 out-of-career specializations, which would just be redonkulous.  You'd have to take almost all of the specializations in a single career (including the ones in splat books) to even get equity on that investment.  The exception is, of course, the signature abilities, but IMO that expense still wouldn't be worth it.  YMMV.
  7. Like
    TalosX got a reaction from LethalDose in Careers   
    Well that's more the GMs decision then a failing of the systems mechanics.  The additional Specialization cost (10 XP) is equal to the first point in an out of career skill, and for that extra cost you get access to new career skills, force powers, and a new talent tree... seems like a hell of a bargain in comparison.  Almost everyone takes out of career specializations eventually.  As for the Signature Abilities, talk with your GM.  Explain your characters theme, and maybe he'd be willing to let you use Signature Abilities from a specific FaD Career, instead of your actual Career.  As a GM, I find that I'm usually willing to work with players as long as they're willing to sit down and have a reasonable conversation about what they'd like to do with their characters.
     
    I'm running a game currently using the same premise, EotE and AoR careers only, no FaD careers.  My players seem to enjoy it because now there's actually a story to how they became force sensitive.
  8. Like
    TalosX got a reaction from Sturn in Homemade Attachments   
    The Nightshadow Coating only reduces your Sil by 1 for being targeted in combat, due to the reduced radar signature.  I don't see how radar absorbent paint is going to improve your maneuvering capability.  It also wouldn't reduce your actual size, so you'd still have 4 arcs.
  9. Like
    TalosX reacted to Jegergryte in Homemade Attachments   
    I like your simpler take on the thrusters, my own was a bit harsher on the players. I'd still add in a System Strain Threshold reduction (or add a Strain cost to perform those maneuvers and actions, like 1 or 2). Also: shouldn't it say maneuvers and actions ? Like, you know, Gain the Advantage?
  10. Like
    TalosX reacted to Daeglan in Linked (Active) Item Quality - Rule Clarification   
    except miniguns...they are WAY more accurate...but that is a special case...
    Rapid fire weapons tend to be less accurate but when they hit they tend to hit more than once. Hence linked
  11. Like
    TalosX got a reaction from leo1925 in Linked (Active) Item Quality - Rule Clarification   
    The sentence directly after your bold/underlined sentence answers your question:  When firing a linked weapon, on a successful attack, the weapon deals one hit.
     
    So you have to score a successful hit before you can activate the Linked quality.
  12. Like
    TalosX reacted to bradknowles in Careers   
    That’s not the way FFG wrote their Star Wars Roleplaying Game.
    In the FFG system, Han is and always will be a Smuggler. He can add skills from anywhere, he can add specializations from various other areas, but his core fundamental nature never changes.
    That’s what they call a Career. It’s not necessarily what you get paid to do. In this game, your Career is the single most important factor that defines what kind of person you are.
    I might have chosen different words than Career and Specialization, but I agree with the overall concept.
     
     
     
    EDIT: Changed “Scoundrel” to “Smuggler”.  Thanks TalosX!
  13. Like
    TalosX got a reaction from bradknowles in Careers   
    I think you meant Han is and always will be a Smuggler, but I agree.  Han can and does learn a lot of different skills throughout his life.  However, at the end of the day he is a Smuggler at heart.
  14. Like
    TalosX got a reaction from bradknowles in Careers   
    Well that's more the GMs decision then a failing of the systems mechanics.  The additional Specialization cost (10 XP) is equal to the first point in an out of career skill, and for that extra cost you get access to new career skills, force powers, and a new talent tree... seems like a hell of a bargain in comparison.  Almost everyone takes out of career specializations eventually.  As for the Signature Abilities, talk with your GM.  Explain your characters theme, and maybe he'd be willing to let you use Signature Abilities from a specific FaD Career, instead of your actual Career.  As a GM, I find that I'm usually willing to work with players as long as they're willing to sit down and have a reasonable conversation about what they'd like to do with their characters.
     
    I'm running a game currently using the same premise, EotE and AoR careers only, no FaD careers.  My players seem to enjoy it because now there's actually a story to how they became force sensitive.
  15. Like
    TalosX got a reaction from DurosSpacer in Careers   
    Was Luke a Colonist?  Seems to me, he was pretty young in Episode 4, young enough that he probably hadn't decided a Career yet.  When given the chance, he chose to become a Jedi career while traveling with Obi-Won.  Up until that point, he hadn't done anything noteworthy enough to have a career.
     
    Career's influence your outlook on life in general.  If something really dramatic happened and completely changed a PCs outlook on the universe, I would rule that it "might" be possible for a Career to change.  It would be a one time change and would likely require a sizable XP investment to make the change.  However, that's how I'd handle it as a GM.  You'd have to discuss it with your GM to determine his opinion.
  16. Like
    TalosX got a reaction from RLogue177 in Linked (Active) Item Quality - Rule Clarification   
    The sentence directly after your bold/underlined sentence answers your question:  When firing a linked weapon, on a successful attack, the weapon deals one hit.
     
    So you have to score a successful hit before you can activate the Linked quality.
  17. Like
    TalosX reacted to Daeglan in Careers   
    And the whole argument about being overcharged is a meta gamy argument about a story. As others have noted you don't start Luke as a fringer. You start him as a starfighter ace.
  18. Like
    TalosX got a reaction from Kael in Lightsaber blaster   
    Except there would still be massive burn marks on people he shoots, as well as the ladder in "Brothers of the Broken Horn".  Electromagnetic containment fields don't contain heat, and Ezra's weapon has left none of these signs.  While an electromagnetic containment field is how we would use real world science for lightsabers, it's not how lightsabers operate in the Star Wars Universe.  The plasma is focused via force imbued crystals which defy our knowledge.
     
    The "bolt" that is fired is very similar to the energy slingshot he use to have (except it's blue and not yellow).  They both also appeared to shock their targets.  It is very possible that Ezra's blaster is an eletromagnetic weapon of some type, but it's unlikely to involve the sabers plasma.  Though thinking about it, maybe he's only ever fired it using the Stun setting, which wouldn't use plasma for obvious reasons!?  If that's the case, the Kill setting might utilize a plasma bolt.  It's hard to say though since we don't know if/when he specifically used the Kill setting (unless I missed a specific scene).
     
    Sidenote, if the Kill setting uses a plasma bolt, should it be subject to Reflect just like standard blasters?
  19. Like
    TalosX reacted to Decorus in Lightsaber blaster   
    Plasma is surrounded with an electromagnetic containment field which is what the arcing is.
  20. Like
    TalosX got a reaction from Artoo in Careers   
    For instance, I strongly believe he picks up the "Recruit" specialization towards the end of Episode 4.
  21. Like
    TalosX got a reaction from Colin1012 in Careers   
    Was Luke a Colonist?  Seems to me, he was pretty young in Episode 4, young enough that he probably hadn't decided a Career yet.  When given the chance, he chose to become a Jedi career while traveling with Obi-Won.  Up until that point, he hadn't done anything noteworthy enough to have a career.
     
    Career's influence your outlook on life in general.  If something really dramatic happened and completely changed a PCs outlook on the universe, I would rule that it "might" be possible for a Career to change.  It would be a one time change and would likely require a sizable XP investment to make the change.  However, that's how I'd handle it as a GM.  You'd have to discuss it with your GM to determine his opinion.
  22. Like
    TalosX reacted to whafrog in Careers   
    Why not?  He had no idea he would ever be one.  "All his life he looked away, to the future"...there's a (story-driven) cost for that.  Not sure what the big deal is anyway, there's plenty of utility in the specs of whatever career he starts with.  Not every new spec he picks has to have an FR...
  23. Like
    TalosX got a reaction from RLogue177 in Lightsaber blaster   
    Well, they would have to be two separate weapons in the same hand-held apparatus.  Blasters are particle weapons that fire bolts of ionized gas, while lightsabers are plasma swords focused by Force imbued crystals.  While they both use power cells for juice, they are fundamentally not compatible with one another.  So it would be difficult to combine them without something very clunky, as you need all the blasters components and lightsaber components jammed into something small enough to wield proficiently as a lightsaber hilt.
     
    I suppose you could add a watered-down holdout blaster stats to a standard lightsaber hilt.. but I'd rule it should take up all your HPs, because of the extra tech you're jamming into such a compact package, yet you need to maintain it's balance as a hilt.
  24. Like
    TalosX got a reaction from RLogue177 in Lightsaber blaster   
    I'm sure most of us are aware of Ezra's saber.  But it's hardly the first time that disney's inserted crap that didn't exist, and doesn't make sense into one of their series.  I take half of all disney's crap ideas with a grain of salt.
     
    EDIT: Admittedly I like the Rebels series, but that doesn't mean I am willing to add everything seen in the series into my games!
  25. Like
    TalosX got a reaction from StriderZessei in Choosing your Lightsaber crystal ?!?   
    I've always viewed lightsaber crystals as an adventure of their own.  There's a reason all known crystal sites are blockaded by the Empire.  So if you're just giving him one, it's fine to give him the one you're okay with.  It leaves the adventure for the one he really wants, for a later date!
     
    By the way, why did you give him 2 custom crystals?  Double-bladed lightsabers only use 1 crystal, so I'm a bit confused on that part.
×
×
  • Create New...