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SSB_Shadow

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  1. Hello all, again. This has become quite the discussion. I also want to apologize if my question was difficult to intepret at the original starting post but you guys did figure it out perfectly. I will have the game on monday but might get a chance to talk it out with the group tomorrow.

    Except for thanking for more of your kind advices, I want to shed a little more information.

     

    The player in question has a reputation of being a minmaxer. In our other games he often tries to optimize on one, single aspect (he also plays in SW Saga edition with a minmaxed character). I told him before starting our game session that I would give him character a chance before forcing a change or revoke his character stats. As expected, he tried to use Charm for every single problem like a one-trick pony and he has no problem at all getting 4-5 successes to the point its almost a Jedi Mind Trick.
    On the other hand, the group had no Face character in the party and would no doubt benefit from his skills (especially now that we are playing The Jewel of Yavin story). I was also a bit unclear but its particularly one other player who feels its unfair; the others have been neutral or not dared make a statement about it.

    So I think I will follow Hydrospanner's advice and just simply discuss with the group about this. We need to decide on rules for character creation (and even for existing players should their characters die or they want to make a new one) as well as how to balance rapid progression from character creation stage without breaking the game and ruining the thematic growth. As somebody in the topic said; having a fresh hero with top notch 6 doesn't feel justified. There has been no character growth at all. Then again, he could expand on other skills and evolve in character thay way. The problem is that the player himself is a minmaxer.... so I need to know what his visions and intentions are for this game. I honestly wouldn't mind so much with the imbalance in stats as long as we're having fun and building a story together.


  2. Thank you all for your words of wisdom.

    I did agree with Fenrir423 about not really caring as long as everyone was having fun, but the others really are not.

    I like the idea of him starting at the bottom like everyone else and granting him bonus XP per session so he can catch up to the rest eventually. Hydrospanner's examples were pretty inspiring.

    Iwill try to speak to him about the problem "like adults" and try to find out his intentions. And if it really comes down to him refusing to rebuild and only want to break the game, then I will have to let him go.


  3. Hello forumers. I have a problem and I need some advice.

    In our game we have played for a while and the team has amassed around ~350 XP so far (not counting starting XP). And now quite recently we got a new player. To make it fair I just told him he could begin with 300 XP. I didn't realize the problem that he would dump all starting XP on Presence to kick it up to 4 and then easily bought down to Dedication and a new spec, doing the same, and ended up Presence at 6.

    The remaining XP he maximized Charm to 5.

     

    So... some of my players feel this is very unfair since they had to start legitimately from the bottom to get to their power levels and the highest they've reach in any characteristics is 4. 

     

    What is your opinion on this? How should I rule this to make it fair but not too punishing for any sides?


  4. Thank you for your answers.
    Just want to clarify a bit: when I mean extending the range with this power, I mean the difference between Enhance Basic Power and the Force Leap action. Of course I don't mean having a Medium Range Brawn (although an extended Force Punch would be cool).

    So basically let's say I'm a Force-user and I want to jump over to the next rooftop. The range is Medium. I do an Athletics check and use Enhance to amass more success/advantages.

    Then my Rival wants to do the same. She has Force Leap with Medium range upgrade. She doesn't even need to roll Athletics; only two pips required in order to do it automatically.

    Clearly the answer was that it applies only to Force Leap talent (I get it) but now I'm wondering if its actually doable without it. Is it possible?

     


  5. You are misunderstanding. 

    The Force leap control upgrade allows you to spend a force pip to leap to anywhere in short range as an action. 

    The adding your force die to you athletics check is a separate ability. 

    Ah, so I see. Then it became a lot better since you basically can't fail it (if you decide dark side pips are acceptable).

     

    But is the Range upgrade meant solely for Force Leap or the power in general? And my other question still remain: is Medium range the maximum you can leap with this upgrade?


  6. In the Force power "Enhance" there is an upgrade that allows the player to make a Force Leap with Athletics in order to jump to any location within short range.

     

    I have three questions:

     

    #1: Can't a player with a really good Athletics do this anyway? (Or a lucky one).

    #2: What would the Difficulty be for an Athletics check for a person who has this and for another one who does not / is not Force-sensitive.

     

    #3: Can the Short range be upgraded to higher than medium?


  7. I've been GMing Anima with my group and I will be honest: the system is wonky and complicated. But I love the world, the setting and the powers (magic, ki, summoning) but it requires some dedication to get into the system. Combat can take a long time without some aid and at low level it can feel daunting to charge up ki/magic in order to do the amazing things. I strongly recommend the Gaia volume. It had good information on the various locations of the world and even offer some plot hooks.

    I was lucky enough to find the Those who walked amongst us in english. I had more trouble finding a cheaper Gaia book. Just wish they had more support for this game; I'd love to see the Gaia volume 2 translated to english.


  8. Re-read the OP.  I guess if you really wanted to use weapons other than torpedo's, you could go with Armor 5, HT 10, SS 10.  This way, a well aimed shot with a concussion missile or proton torpedo should knock out one in a single shot, especially if it tacks on activation of the blast quality.  One can still hand-waive a hit from one of those weapons, but it will make it tougher to use other weapons without the Breach quality.

    Also excellent suggestion. I was mostly thinking of how Red Squadron/The X-Wings could fire and destroy the deflection towers on the Death Star by their own with lasers (but maybe they used missiles off-screen to weaken it first?).


  9. On the other hand you could also just use the station itself as "background" and instead stat out the specific shield projectors and gun turrets, giving them stats roughly equal to starfighters. That might prove less random and frustrating than pounding away at a huge space station hoping to score some crits.

    This is what I am aiming for. The station itself will be the terrain which the party pilots can use to dance with enemy fighters. Then across its walls there will be certain targets that needs to be downed for the mission to be succesful. The bombers need to reach them intact and its the fighters' job to ensure that.

     

     

    Sounds exciting.  I know you want to create a dramatic battle and show the effects of their actions without getting into a huge mathematical exercise.  I recommend the following:

    • Don't worry about HT and ST. A proton torpedo or concussion missile (or crashing starship) knocks out one feature (a shield generator, gun emplacement, or missle defense system).
    • Each feature is Sil 2 for the purpose of targeting with a shield rating (setback dice) equal to the number of generators.
    • Each shield generator destroyed drops the shield rating by 1.
    • Each gun emplacement is a Light Turbolaser Battery.
    • Missile defense systems act like the upgraded ECMs from the attachments section, but protect the other features.
    • After the destruction of so many space station defense weapons, shields, escort fighters, etc. The cruisers are able to close and knock out the station in a huge cinematic finale.

     

    This is very good! I will write it down. Really looking forward to the battle. Been studying up on WW2 air combat the whole week for this and who-knows how many times I've rewatched the Battle of Yavin scene. :lol:

    The party will be flying in squadrons (as per AoR GM toolkit rules) to increase their survivability.


  10. Hey all. I am preparing a space battle for my group. The said group are going to attack a pirate space station which will be protected by ray shields and a bunch of laser cannon turrets and enemy starfighters. So the party are going to use bombers to knock those shield generators while the interceptors protects them.

     

    My main question is: how much hull threshold, armor, attack and such would shield generators/deflection towers and turret emplacements have? I would assume a direct hit with a proton torpedo would be enough but I would like to know just in case a fighter (not a bomber) wants to fire on these to help out.


  11. I am not too good with judging rules but I really like this. We have yet to see how they handle smuggling in new expansion-book Fly Casual. I just remember a little from the Saga edition days with the Scum & Villainy book which had smuggling rules as well. I can't recall the rules fr actual smuggling and fees but I know it had some estimated price for wares of various kinds (spices, weapons, metals, art, etc.) which may be kind of helpful.


  12. That helped a lot, Ghostofman! You make excellent points and I will take them to heart and write them down. I do have all those books so that'll perfect. Most of the Republic and Jedi warships have probably been scrapped and recycled, or sold off.

    And yes again, the group will fly in squadrons as per the rules presented in the GM kit since I know space combat can get very deadly.

     

    Many thanks to you all!


  13. Don't forget that during this period it wasn't like there was no military, it just wasn't in Republic hands.  A lot of planets had healthy sized planetary defense fleets to secure their interests, defend against pirates, and occasionally each other.  The Republic would even, on occasion, call for UN-Peacekeepr style coalitions to deal with particularly uppity problems.

     

    Still, I'd expect medium sized craft designed for dealing with things smaller than them and other anti-piracy issues.  You've got bases everywhere, so endurance probably isn't as big of an issue, but as law enforcement, detection probably is.  

    Oh, I didn't even think about this. I'm stupid! Of course they would use outside military in such cases!

    But in either case, the attack was directly at Coruscant itself so it's a bit of "their problem". I won't tell the whole story but essentially the group prevented a major orbital disaster directed at the Senate building and the Republic traced the perpetrators' HQ, so the Reps are staging a vengance to finish the pirates with the aid of the PCs.

    This whole question is not really super important as I could just pick the X-wing/Y-Wing statblocks from the AoR book and go with it, but I just wished there were some accurate starship images to draw inspiration from. I will most likely go with SWTOR/KOTOR ships but the former looks too modern and the latter too old. :/


  14.  

    Do anyone have any lists of starships active around Darth Bane's time? Or should I just take Old Republic MMO starships and re-design them for a more modern/older era?

     

    Also, starship stats. Is it reasonably to have the common all-purpose starfighter to be the X-Wing or should I use Z-95 or other?

     

    It's kind of up to you and the in-game results you want.

     

    Looking at TOR for inspiration is certainly an option. 

     

    For craft stats, again, it's up to what you want. Are you talking "civilian" starfighters or military? What's important to a specific faction? What's it's doctrine and resources look like? It all adds up to an end result.

     

    So like:

    Galactic Empire

    Military

    Importance: Dominance, Symbolism, Functionality

    Doctrine: Fighters for fighters, fleets for fleets, strength in numbers

    Resources: Manpower-unlimited, Materiel-unlimited

    Result: The Tie Fighter

    Real world comparison: Japanese Zero

    Why: It may be fragile, but within the game mechanics it's lack of shields, hyper drives, weapons, and so on is also a strength. By ignoring shields, and additional systems a TIE pilot can minimize his action and maneuver options to a simplified list. The high speed and maneuverability along with being unshielded means that it will also be wasteful for most opponents to attempt to Gain the Advantage on the TIE. Oppositely the TIE Pilot can easily GtA on his opponent and to an extent level the playing field.

     

    Rebel Alliance:

    Paramilitary-Military

    Importance: Independence/Freedom, Resilience

    Doctrine: Stealth, Flexibility, Smarter and Harder

    Resources: Manpower-limited, Materiel-limited

    Result: The X-wing

    Real World Comparison: F-18

    Why: It has access to pretty much every fighter maneuver and action giving the pilot as much power as possible, mounts an astromech to allow the fighter to perform like a multi-crew crew without the need to train an additional crewer, and it carries weapons for almost every occasion. It even has a hyperdrive allowing fighters to operate more independent of a support ship, and for more complex mission profiles. It's tough enough to take a hit or two, so you can keep using the same craft until the s-foils fall off. Everything about the X-Wing is about options and quality.

     

    Random Planet Defense Force

    Paramilitary-Civilian

    Importance: Security, Affordability

    Doctrine: Close to home, utility, concerned with "civilian" threats

    Resources: Manpower- moderately limited, Materiel- moderately limited

    Result: The Z-95

    Real world comparison: MiG-21

    Why:They are cheap as chips and easy to find and maintain. They got more flexibility then a TIE, and can take a hit. Z-95s are an even match for other craft of similar vintage and can fly circles around civilian transports, making them perfect for customs and counter-piracy. They have missiles for use against other fighters and corvette sized threats, and are easy to keep stockpiled. They don't have a hyperdrive, so they won't wander off, and their speed and performance are poor compared to a TIE, so the Empire  feels less threatened.

     

     

     

    See?

     

    So, figure out your factions and make a baseline. Then you can expand out from there to fill out how the operate and what they do and what the would acquire to do that. Then just bounce back here for a scrub and you're good to go!

     

     

    Well... It's the Galactic Republic (and the PC party) launching a counter-offensive on a pirate space station. They would most likely be better armed but the opposition could have aqcuired old Sith/Brotherhood of Darkness starships. The thing is; the Republic has disbanded its military and Jedi army, so they keep only "what they need" to keep order in the galaxy during these times. The Jedi are now meant to serve the Republic and be dispatched for missions. If a larger force is necessary, the Judicial forces should suffice since there is no longer any enemy similar to the Sith in power to match them.

     

    So let's see...

     

    Galactic Republic (post-war era)

    Peace-keeping Military

    Importance: Protection, Security, Symbol

    Doctrine: Downgraded military, use of Jedi Knights and judicial forces, strength in few numbers

    Resources: Manpower-moderately limited, Materiel-moderately unlimited

    Result: ???

     

    What could this produce?


  15. Hey all. I have a silly and perhaps an impossible problem I need help with.

     

    In my campaign, I am not actually playing on th Rebellion era but 997 BBY, which is three years after the Ruusan reformation and the supposedly extinction of the Sith order.

    The players are going to attack a space station owned by a criminal syndicate in space but a concern I've had for a while are the starships for this time.

     

    I actually can't find out what starships the Republic and the judicial forces uses at this epoch. The only sure thing is that they have that Consular-class ship Qui-Gon and Obi-Wan flies in at episode 1 but the rest is very unsure.

     

    Do anyone have any lists of starships active around Darth Bane's time? Or should I just take Old Republic MMO starships and re-design them for a more modern/older era?

     

    Also, starship stats. Is it reasonably to have the common all-purpose starfighter to be the X-Wing or should I use Z-95 or other?


  16. It definitely needs Pierce 5 or so. Armor and muscles should not be any good against Force electricity or cold. Soak can get high in this game and it's a shame to see such an iconic power fizzle. Remember you do need to do damage to crit.

    Late reply, but I agree to this. In our last game, a dark jedi zapped one PC with Lightning to fry him. He was down at 1 hp and was going to be the "message" to the rest of the group not to mess with her cult. But the victim had so high Soak (even when heavily crippled and at the edge of death) that he absorbed it all. Move Object seemed to be a stronger option since it can easily make 10 damage but it's not as iconic display of dark sidery as Sith Lightning...


  17. This sure became an interesting read topic. Based on all of this I'd say it's only possible to hack into a central that you have already access to its "router"/spike. Then it doesn't matter how far away you are (to a reasonable limit). In my situation I should have forced them to make a break-in to the tower in order to install the spike before they can have free access in it.

    How the "hack an enemy ship" works.... I'd say there are wireless connections in Star Wars but only to a short range. So it would make it possible to mess up the system of the pursuing TIE Fighter, but you would be too far away to hack into a Senate building without standing right next to it. But then we get into a situation of wireless distance since lenghts are abstract between land and space range bands.


  18. One excellent piece of advice previously given about slicing is to look at A New Hope... Artoo can locate the princess but not release her. He can locate the tractor beam power terminals, but not deactivate them. People have to actually be present and use a terminal to get the work done.

     

    Slicing can tell you where you need to go, and maybe make getting there easier, but you still have to physically get someone to the location / server / terminal itself.

     

    In the case of Rebels and the dataspike, it shows that wireless is not a default. It's a rarity... so the previous point still stands. If you want to activate stuff remotely, you still have to physically get the dataspike onto the device before remote access is an option.

     

    You make a very good point. The tech level of Star Wars is very mixed but it is "Star Wars"; not Shadowrun.

     

    Another question I got right now that is kind of related.

     

    The slicer has a friend, an outlaw tech. She likes to steal droids and order her slicer buddy to rewrite them to become hers. This was charming at first but it is now getting a bit annoying with her stealing everyone she sees, whether they were owned by the government, a private person, or a Hutt. This got especially daunting when an old sith war droid was guarding a shadowport docking bay and she (amazingly) stealthed to it, deactivated it, and used a Destiny point to "stumble upon" a perfectly fit crate to store it in. x_x

     

    My new questions:

     

    3: How difficult should it be to actually deactivate a droid and get away with it to her ship? What possible repercussion can happen? Are droids typically tracked when stolen (for example a pilot droid).

     

    4: How difficult is it to reprogram a droid to become your servant and possibly erase any tracking signals it may give out? I would assume droid, like starships, have a burned-in designation that is difficult to tamper with and even more difficult to remove it from databanks.


  19. Yeah, I knew it was a bad idea but I honestly lack perception when it comes to internet in general. I have seen in SW media both wired and wireless functions so that is why I didn't say no. I also remember one episode of Order 66 podcast that wireless should be allowed but with a setback die (and this is mostly if the slicer wants to hack a door from a distance and avoid notice from sentries; not this massive operation).

     

    In any case, I think I will limit it to "wired only until a spike is inserted to allow wireless" from now on. I kind of feel stupid to have allowed that roll. :/

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