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kingcom

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  1. If they went second edition, I cant imagine that they'll do something completely incompatible with the old engine. It'd probably be like what WEG did with their first to second edition - better rounded character creation, some tweaks here or there - but generally the same game. There's a bunch of 1st Edition books that I never bothered upgrading, used them just fine all the way until the company shut down, and never missed a beat. FFG will probably do something similar. That is what a editioning is supposed to be. WOTCs decision with 4th edition wasnt a wise one Err it became the most financially successful rpg ever. I mean like it or not it was a financially sound decision.
  2. Well, I'm looking for species that reflect these skillsets because the characters chose those races specifically for the bonuses they received in their respective skills. In particular, the Veknoid race in WE gets an obnoxious piloting bonus. I let the player have it in this case because he agreed the character would be one-dimensional in that manner. And where can I find the character creator? I'm very interested in taking a look at that. Thanks! I just realized I may be looking at this wrong... I'm only beginning to port over the game and i'm still reading the rules of the FF game. Do species not receive bonuses for certain skills? For example, are Wookiees not natural brawlers with bonuses? This could be where I'm getting mixed up. There isnt really a direct one to one on converting things. Think of race creation like this: Species gets 100xp to spend after character creation All stats are at 2, one stat gets increased to 3, one gets decreased to 1 (based on what the species is naturally better/worse at). Species gets a free rank in 1 skill Species get a free minor bonus thats (pick one): equivalent to a low rank talent, gives a free boost dice, gets rid of a black dice, is a very narrow application and gives a free advantage If you decide to go a second skill or the minor boost is better than those or better than a low level talent then you reduce the amount of xp to spend after character creation. A Species gets 10+Brawn in wounds threshold, and 10+Willpower in strain threshold, if you raise either by 2 points, reduce xp to spend after character creation by 5 (the exception to this is its generally okay to give the species more wounds if they only have 1 brawn because otherwise the species is insanely fragile) If you reduce either of the above by 2 then they get 5xp back (only ever do this if you are raising one and lowering the other). To use Wookies as the example: Wookie stats are: 3 Brawn, 2 Agility, 2 Intellect, 2 Cunning, 1 Willpower, 2 Presence Wookies get a free rank in Brawl Wookies get +1 damage if they are wounded, +2 damage if they are suffering from a Critical Injury for melee and brawl combat (this is essentially worth 2 talents and the talent its similar too is very good but the ability has limited scope due to needing damage and carrying a crit - a big liability) Wookies get 14+brawn wounds and 8+willpower strain XP to spend at character creation = 90xp The reduced xp mostly comes from a very useful Wookie Rage talent they get (the bonus damage) and having +2 wounds over the top of what the reduce strain is. This formula is pretty good to create a new species but currently there are about a million races out so you're probably going to save time just finding one thats close and using them. Humans are obviously the exception to this formula as they get bonus xp for having specifically bad stats (all 2) which makes it difficult for them to get the sweet stat spreads all other races can get. The upside is they get some bonus xp and come with the very nice hidden bonus that they can blend in with the Empire a lot easier.
  3. Yeah so big characters like that you need to set up as either a) Something your players kill and actively fight against at which point you just stat it out as a very tough enemy for your group but nothing special ultimately or b) Its a threat to your party they are trying to avoid or work around. Think of it like a Star Destroyer in a Fighter based combat, your freighter or x-wing or something isnt going to turn around and try to make meaningful attacks on it. Hell you probably dont even bother getting the stats for the Star Destroyer out. Its something that is busy doing something else or advancing towards the party. The players should be trying to either achieve something before it does or trying to escape from it where failure is capture and certain doom. Don't give it stats because of some sense of realism and consistency in the universe or anything. Give it stats only because its something you want you're players to fight and eventually overcome at which point its entirely dependent on how capable your party is.
  4. Depends on the nemesis, thats certainly one option but never the only option. Theres the nemesis who is built around their ego as a defining characteristic wanting to take the entire group on or the nemesis who might want use the less combat capable members of the party against another member of the party (especially if they are an obligation or personal character) which are often pretty great. Season 2, Episode 1 of rebels is a pretty good example of how to run the everyone is in the same fight as the Nemesis, the rebels all split off to do their various tasks and while only two are fighting Vader themselves, everyones actions and decisions are still impacting that big fight.
  5. This. I think too many people have 'WoW raid boss' in mind for their Nemesis characters and not how it would actually be. The big boss invariably sends waves of minions at the heroes long before they engage them directly. The way to keep the Nemesis more relevant is to have the PCs get the sh*t kicked out of them in encounters before they're anywhere near the Nemesis. While not all Nemesis fights should work like that you certainly can and in some groups even encourage those kinds of grand spectacles. Firstly a piece of advice is that FFG is kinda awful at building npcs that would stand up for more than a couple of rounds in a fight. You don't need to throw lots of enemies you just need to understand that action economy and raw volume of fire is super important in any combat system. Now the exact numbers obviously depend on your group but generally speaking for a 4 person group of at least two combat focused characters your Nemesis needs a solid 30+brawn wound threshold (same with strain roughly) a soak of at least 6-8, with 1 defense and adversary 3. Now obviously that soak can go up or down but if you have a group who tends to all put out huge right hook attacks then you bump the soak up while if you have a group that does lots of pin prick attacks then the soak can be lower while boosting the overall wounds. This exact build can vary a lot depending on how much gear/xp/optimized your characters are but this is a good rough outline when you have a group of players hitting the sweet 2 yellow/2 green threshold + some combat talents On top of that any nemesis needs at 2 actions per round and/or minion+rival support or they just get cut to pieces. A good standard villain fight for characters in the 100-150xp (emphasis again that this can vary a lot on your groups focus on combat + power) range would ordinarily be say an Inquisitor, 1 Stormtrooper sergeant/officer rival + 2 squads of 3 stormtrooper minions. Inquisitor gets 2 actions and has a solid 8 soak (especially for a lightsaber fight setup though). Replace this with an Imperial Agent etc but this is mostly a character who will actually get stuck into a fight themselves rather than being a support nemesis like a moff. The Nemesis needs to have a way to deal damage, limit damage AND a way to switch up fights. Dealing damage can simple; they are good at weapon type x (preferably with a backup weapon they are worse at but not terrible at) Say either 3 yellows or 2 yellows + 2 greens with the main, worse with their backups. Maybe they instead have an ability that does damage be it a force power or not, the damage is super dependent on the players you are fighting but match it so that a success should do a reliable 1/3rd of the health of the toughest member of the party after soak. 3 hits without the player responding is roughly the length of a fight I like but that’s a personal opinion so again figure that out here. It also means two really big hits roughly takes the player down (if they dont use anything to defend or heal). If they dual wield pistols or do lots of attacks reduce the damage but this is super up to how tough the players are. Limiting Damage is the one people dont think about as much but its critical to any kind of challenging fight. Sometimes this is simple, have the character get deflect/reflect on their lightsaber or side step/dodge but you can also have the star wars version of 'Look Out Sir!' (called Imperial Valor) and have the player just use other NPCs to take the hits for them. The idea for having a limiting damage ability is to allow the GM to switch between offense and defense with their actions should the fight swing. If the Inquisitor walks up and does a huge roll and gets a bunch of success nearly killing a player before they can react you dont want to just double tap them with their next action, instead you can throw another player with a force power and then manoeuvre to set up a bunch of defense actions. This way if a fight has gone far worse or better than expected you can take an action which gives the players a chance to take a breather (or make your villain far more of a pain to kill) without making it look like you are pulling punches. Its about keeping both the Nemesis AND the Players alive and these kinds of mechanics are fantastic for it. Switching Up fights is another underused tool that really needs to be considered whenever you want to design a 'challenging' combat encounter. Your players know the rules and they probably know how to roll over a target once they get into routine. The trick to making a fight challenging is often about just breaking up the routine of the fight. Present it as one thing then change it to something else if it starts going wrong for either side. Take that above encounter for example. An inquisitor is swing around a lightsaber all menacing and maybe they are getting their butt kicked. You need to pivot from kind of combat because otherwise its just about the players making the villain's numbers go down faster than theirs do. If hes losing, he suddenly just stops attacking with a lightsaber and focuses on throwing people around or trying to deliberately split up the party or focusing on grabbing and holding a player so the stormtroopers can attack them with ease. It means they have to suddenly confront what else is going on than 'nuke down the target'. On the same front if the Inquisitor is crushing the players they have that same moment to switch things up and try a different approach or retreat if they need to. The important part is the dynamic of the fight needs to be able to change and have an idea of that in mind. A bounty hunter can be fighting them in melee but then hit their jetpack and just having a ranged fight or an imperial agent can give up his blaster and start draining strain (scathing tirade is great on imperial officers btw) or buffing troops as they arrive just in time/after failing to hit or hitting better than the agent. The important thing to take away from this is that raw damage is not what is interesting or challenging about the game. The players can be hit with big damage attacks but often they are not going to have time to make a fun decision about how the fight is going to go. Finally as was mentioned elsewhere, do not make your fight a static event. Fights that are interesting are often because the fight and combat itself is the barrier to whatever your group is actually trying to achieve. Its a problem the player needs to divert time towards but don't all want to focus on because something more important is happening. It could be as simple as fleeing to their ship for a dramatic escape or downloading the plans to the death star before the Imperials roll over them. Just make sure its dynamic and there is a 'success state' that can be achieved without actually defeating their opponents.
  6. That’s still only one round of Concussion, and you’ve got to wait three rounds before you can use that weapon again. Meanwhile, my Wookiee with Heroic Fortitude isn’t going to be fazed and is going to be coming after you with his vibro-axe or his Force Pike with Weighted Head, and he can swing that weapon every round. Or, maybe he forgoes the melee weapons and uses paired Blast Knuckles instead. Or maybe he just rips your arms off. IMO, that isn’t a good weapon to use if you’re up against a heavy-duty brawl/melee fighter. It seems to me to be more of a weapon-of-last-resort, and enough to surprise your opponent and give you a headstart running out the door, but not a whole lot beyond that. Now, if you were a four-armed Besalisk Marauder who had replaced all of his natural arms with cybernetic ones and had Repulsor Hands in each arm, that might change the story a little. Again, this is not how the game works players and their talent list do not equal npcs. Go have a look at the bad guys, they generally have a pretty limited list of talents and abilities and even the big scary nemesis characters are somewhat limited. They dont follow normal character creation rule-s they get give a set of abilities. Maybe they have heroic fortitude, maybe they dont. This is not really about a player vs player set up as nothing in the ffg star wars game is really about that. And its absolutely about using it right off the bat against the biggest target you can. Hopefully at least one member of the group gets a good initiative slot and the character with the repulser arm pops the biggest baddest guy in their list and he doesnt act in the first round. Having everyone be able to dogpile him and hopefully getting a big set of damage on for zero risk. Its not about the repulser fist having more damage than the wookie. Its about the repulser fist guy staggering the enemy npc, then the wookie hitting the npc and then immediately next round the wookie gets to hack him up again, all of this occurring before the enemy npc can even react. This gets super valuable when you consider some enemy npcs can have multiple initiative slots in a single round which again, can be skipped. Yeah you're right there are circumstances where its not going to work or be very effective. Also I could be wrong here but I don't believe a Force Pike can have a weighted head, since both the stunning and the vibro part is at the spear head, not the rest of the weapon so you'r stabbing or slashing with it. I want to say there was a big discussion somewhere about the truncheon and gaffi stick (both needing something to give them a HP first) being the only core rule book weapons that can use it. If you house rule that it there then thats fine but I don't know if i'd let you keep all the qualities of the weapon and get the concussive at the same time but thats just me.
  7. a) Players and NPCs operate on different rules for building characters. Yeah surprise you can build huge stacks of soak and this weapon is going to suck against it, same with anyone using blaster pistols and a soak fiend isnt going to be caring about getting hit by this (plus you really shouldnt use concussive on players too often to begin with imo). Plus as far as I know feral strength + frenzied attack still works on this weapon for those boosts. b) The weapon is not about doing damage its about preventing damage. A staggered character cannot attack back. You hit someone with his and trigger concussion and that target fundamentally doesn't have relevancy in the encounter for a turn. Brawl users have always been about providing utility to a fight vs melee users, its basically the only real advantage that skill set provides. Lets think, 4 brawn, 4 int, 3 medicine, standard doctor + marauder combo unarmed master is doing: 8 + 3 medicine + 3 feral = 14 base damage + 4 with destiny point + successes and upgrade the check twice from frenzied attack (3 times if you are bottom of marauder and just dipping doctor) 18 damage with a destiny + successes is pretty solid imo. If we also got to add brawn to that its 22 with a destiny or flat 18 base damage. Also this is all applied to strain because of the doctor talents so you cant really parry it if you're going up against a lightsaber wielder and hes likely staggered so no force powers/attacks back. 22 damage + staggered all punching him directly in the strain is pretty nasty. On top of that is a single weapon attack so 3 advantage mean you stagger AND throw another punch on top with whatever other brawl weapon you have (even if thats just a fist). None of this is some niche optimization combo either, its just taking two commonly used complimentary specializations from the core rule book. There is far more terrifying things you can do. Yeah you can do a bit more with a pure melee build obviously but thats kind of their key asset, the melee skill is all about super damage while their only real utility is getting big fat crit rolls (unless you are willing to sacrifice damage for special effects).
  8. Concussive is easily the most powerful quality in the game. Having a giant handicap and cost to a weapon that has that quality is a good choice. On top of this its a one handed brawl weapon so you are still taking swings with your free hand (probably with another brawl weapon on it) and can get the second hit. Plus on that down turn where the weapon is not available you are making attacks on a target that just has to eat it. This is all assuming dont have any xp or talents spent in brawl (I thought hope you do by now). If you do you're probably smacking down the wookie doctor fighting style to dump a ton of intelligence/medical bonus damage as part of the attack or knocking them down. Being able to skip someones turn and without needing to spend maneuvers to put away/draw weapons in the mean time is super handy and makes it a pretty powerful tool against any single target type enemies. Yeah its fairly vulnerable to hordes of minions but thats the big trade off. You can always use other weapons and not use it for those targets. Action economy is huge in an rpg and i feel like a lot of people underestimate that with regards to concussive. Also ion is definitely a danger but that so hugely rare that its not a common thing. The people using it on you probably know you have it/use it and have to prep (i.e. recurring villains/bounty hunters) who should likely have some plan to counter how your party operates anyway.
  9. If you want to make humans more of a generalist type rather than their free skills encouraging specialist types, you can use the houserule my group did: Instead of picking 2 free skills and getting ranks in them, you instead get to make them class skills. Otherwise im not really sure what those house rules accomplish?
  10. It can be used with any combat skill, the only limitation is that it must be used with a "non-vehicle/starship weapon". Depending on how picky you are, you could argue that an unarmed attack does not work because the talent specifies you must have a weapon. But there are Brawl weapons (gloves, knuckles) that would suffice if you were being that picky. Absolutely 100% use it to combine with brawl. This is super helpful for a Colonist/Doctor + Bounty Hunter/Assassin combo. It combos really well when making pressure point attacks , you might have already bought it on the opposite tree so its a free step down the new tree you (if you are wanting to pick up master of shadows) bought AND makes a intelligence character be able to comfortably pop off a nice 8 or so bonus damage with a destiny point spend (since you can use both you medicine as bonus damage and destiny point to also get intelligence) all as a big strain attack. Trandoshan Doctor Assassins are legit great fun.
  11. Honestly converting saga edition stuff to EotE should just be about taking general ideas and concepts. A couple of years to 10 years after the Empire is founded works perfectly fine its pretty general. Don't recreate encounters unit by unit. A core aspect of the Saga is that level 1 characters are barely aware homeless people who often cant really tie their shoes while starting level EotE are pretty competent. Just take general themes of an encounter and redesign it completely.
  12. Yeah look theres a tonne of really great responses in this thread but anyone still trying to fight this battle is probably not someone who is sitting on the fence at the moment. Play whatever you enjoy man, if you dont like it you dont like it . I would always say give something a try but if you have and don't like then whatever other people say doesn't really matter.
  13. Well its more about making sure you have your high and low point. I don't think star wars is really about or any good at a dark gritty and realistic story. Its about people picking up excaliber and flying by the seat of their pants as cocksure cowboys and mystic knights. Generally all that lightheartedness makes the actual bad stuff a lot more apparent when it does happen. Luke, Han and Leia escaping the Death Star in a make it up as you go plans and quips makes Han abandoning them and Luke's squadron getting picked off by Vader a lot darker than it would otherwise be. I think Star Wars is best when its about putting stark contrasts next to each other in terms of tonal shifts. You want your players to be having a pretty positive time for the most part but then have some very clear cut dark moments right before they have a chance to undo the damage of that dark moment. Han coming back to save Luke is the pretty clear example for this. Its not some high concept drama and honestly it just works to play a simple light -> dark moment -> light comes back, at least in my experience. In terms of realism dont even think about it, it doesnt work with the setting, the system or even he general tone.
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