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  1. Like
    Lotr_Nerd reacted to Jedi Ronin in What does the Empire want with Utapau?   
    Sam Stewart said on the Order 66 Podcast covering Disciples of Harmony that this is something LucasFilm said they should include so it sounds like it's "canon" setting information that hasn't necessarily worked it's way out into the wild yet.
  2. Like
    Lotr_Nerd reacted to GM Stark in What does the Empire want with Utapau?   
    Responding to the intro rather than the question. I agree, this is a great reason. I had a player who chose Bothan because "they're this race that didn't even appear, and just have this one mention in Return of the Jedi."  When players forego a mechanical advantage to create or play a character that is flawed and interesting, I tend to reward them with more character focus in the game. When they just want the best stats so they can kill more enemies, I just give them more enemies. It may sound petty, but I've found that it works out that everyone gets what they want. 
  3. Like
    Lotr_Nerd reacted to The Grand Falloon in What does the Empire want with Utapau?   
    We just had a new player join the group, and he made a Pau'an Artisan.  Side note: he was kinda torn between Cerean and Pau'an.  He recognized that a Cerean would probably be a better fit mechanically, but he really liked the Pau'an description, and, "At some point I want to paint my character, and I'd really like to paint one of these guys.  Is that a dumb reason?"  "Dude!  No!  That is the best reason!"
       So, aside from that, one of the things mentioned in the Pau'an description is that the Empire has taken complete control of their world, and most of the Pau'ans have fled.  Obviously, the Imps get their sticky fingers into everything, but seizing such complete control over a remote backwater planet would require a pretty good reason.  Unfortunately, the reasoning goes unmentioned in the book, nor can I find anything on Wookieepedia.  I already have some ideas, but was curious if there's a Canon or Legends reason.  Anyone know?
  4. Like
    Lotr_Nerd reacted to Franigo in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    I own and have played - well, GM'ed mostly - both. I never understood the flak the early D&D 5e modules got; they are at least pretty decent. But for D&D, even the relatively easy 5th edition, that amount of preparation is simply necessary, because it is much harder to just wing it.
    But of course the D&D modules will feel much more epic - they are designed to be! They take characters from the very beginnings to an epic finale fighting some of the biggest baddies around. Whereas the SW adventures are just that: adventures. Some bigger, some smaller, but overall only a part of a character's career. It is like comparing an adventure path with a single module, they are simply different in perspective and objective. EotE characters are living, well, on the edge. They are not D&D heroes and so their adventures are of a different kind.
    But, to be honest, I found the FFG modules best when just mining them for ideas, NPCs, settings and so on, so I can understand some of your misgivings. Still, that is true to some extent for pretty much any published module I have used in the last twenty years.
  5. Like
    Lotr_Nerd reacted to whafrog in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    One additional factor...the D&D modules are fairly level-constrained.  So if the PCs run through CoS, they are about 1/2 way through the life of their character and every quest has to be about bigger and badder things.  As far as I know, everything kind of ends at level 20...plus, for me anyway, the power level gets over-the-top ridiculous, so I'm not planning on running anything past 10th anyway.
    The SW game is a lot more grounded.  Stormtroopers never stop being a threat, especially if you up the minion-count.  You can spend a LOT of XP, and while you can quickly make a one-trick pony, if you go for breadth it takes a while to be well-rounded and useful in more than one or two contexts.  Just MHO, but I feel like that gives more room for a longer running campaign without the PCs ending up demigods of the galaxy.  So, very different flavour and end goal...
  6. Like
    Lotr_Nerd reacted to whafrog in Comparing FFG SWRPG adventure modules with D&D adventure modules (printed)   
    The games do not play the same at all.  This is not really about the modules, and more about the narrative dice.  I will say I've gotten a lot out of each module, but I've never run any of them as-written, they almost never fit my story, tone, flavour, etc.  They are idea-mines, and little more.  (I say the same for D&D...reading through Curse of Strahd right now.)  So if you've already been running your own stories, I think you'll find the same kind of value from the SW modules.
    For the GM, an EotE session is both easier and tougher to plan for.  With D&D, if you stick with the DM Guide for encounter building (which all the published modules do), you will be pretty much guaranteed a specific outcome at a specific level of play.  This is useful, but you have to do your homework.  And it means a lot of combat if you want your players to feel the tension of their PCs skating a razor's edge.  With EotE, so long as I have the basic story I can be up and running in less than 1/2 an hour.  If the players zig and I expected a zag, I don't have to worry about suddenly coming up with a new challenge...the power curve is a lot flatter, so whether it's zabrak thugs here or a duro street gang there, there's a little more wiggle room for changes.  However, it's easy to overdo it, especially early on in the PC's career than with the more structure and guaranteed outcome of a D&D session.
    I do think, as noted, D&D is a lot more linear...yes I'm reading through Curse of Strahd right now, and it's quite open ended, but it also cautions the GM about a preferred order as far as levelling goes, and the PCs will know pretty quickly (like, they die) if they are outside their comfort zone, so some kind of sequence is enforced unless the GM is prepared to do a lot of work.  And Strahd is an anomaly, most D&D modules are tightly controlled (I don't have Tomb of A, but I do have all the rest*), for the reasons outlined above.
    As for BtR, I wouldn't call it linear.  There are three acts, but they are separated by time, distance, and information, so it's only natural they follow a sequence.  Act 3 only really makes sense if you've done Act 2.  Within each act though you have considerable free reign.  (I confess I've never played through Act 3, I didn't like it on reading either.  However, I'm a sucker for creepy wilderness adventures so Act 2 was pretty long.)
    Honestly (and I say this all the time) I think you'd be best served by getting a beginner box.  Yes, that's very linear, but it showcases the rules very effectively, and you will immediately see how the play style will be different.  The beginner boxes have a free PDF followup that is much more open ended (the AoR one is the best of these).  The benefit here is your players will have a much better understanding of the rules and the choices they can make for building their character if they play the beginner box first than if you launch into some long campaign before they really understand what they are doing.  Meanwhile, you'll get a much better idea what it takes to plan for an EotE game.  Plus you get a set of dice, which you'll need anyway.
    *Edit: one thing I'm quite sick of with D&D is the total lack of "ecosystem".  You have a room with monsters, and the next room has some slime, and the next might have a demon...and they hardly seem to know each other exists.  This seems to be true for Strahd and all the others I've read.  I don't recall seeing any of that in the SW modules.
  7. Like
    Lotr_Nerd reacted to Donovan Morningfire in Morality hit for letting terrorists blow up kids?   
    Interesting and frankly a bit unsettling to know there are people in this thread who are totally on board with the hypothetical murder of unarmed children, simply for what sort of outfit they are wearing, and don't bat an eye simply because "it's all pretend" and there's no actual consequences to said action beyond "well, my character maybe, just might feel a little bit bad if they learn about it."
    It may well be my own perceptions, but this rings quite strongly of the closing argument from the movie "A Time To Kill," where in the defense attorney's closing statement paints a very disturbing picture of a heinous crime committed upon an innocent young girl, and then ends with a whammy of a sentence.
    The Defense's Closing Argument from A Time To Kill
    Then again, I don't get much enjoyment out of playing 90's-esque wandering murder-hobos that kill and maim with nary a second thought, simply because the opposition is make believe.  Then again, I've always preferred heroes such as Superman (non-Snyder version), Spider-Man, and Captain America to so-called 'heroes' such as the Punisher, Batman, or Spawn, so it may simply boil down to a matter of perspective.
  8. Like
    Lotr_Nerd reacted to KungFuFerret in Morality hit for letting terrorists blow up kids?   
    Because there are no examples of radicalized members of horrible organizations that have realized what they are part of is horrible, and they want to leave?  *cough* Mara Jade, *cough* FINN, *cough* Vader.      

    And those are just fictional examples.  Real life has plenty of people who were raised in highly radical groups, who leave the group.  Usually in their teens to early 20's in a lot of cases.

    So yeah, there is precedent for thinking the SAGroup are victims that you should try and not casually murder, because they possibly don't know any better.
  9. Like
    Lotr_Nerd reacted to Seguleh in Morality hit for letting terrorists blow up kids?   
    Yes but it should be pointed out that in the clone wars they explicitly said that this war is burning them, not just through Jedi dying, also through bending and deforming them, Jedi are no generals, guerrillias or assassins. In the novel about Asajj Ventress even the Jedi council points out that the war is crawling in their hearts and is pulling them to the dark side step by step.
    AND Jedi were not the best Generals, maybe in a war where peace is a real option they would have been, but not in this and maybe also not vs the empire. Tarkin points several times out that the jedi were great leaders (by example) and fighters, but not strategists.
    So yes, i would expect from a Jedi definitly to at least talk them out of such things. They should be the consience and balance of rebellion, otherwise they are just warriors with fancy weapons.
  10. Like
    Lotr_Nerd reacted to awayputurwpn in Morality hit for letting terrorists blow up kids?   
    Eh..."Going strictly" by the examples in the aforementioned table here is, ironically, antithetical to the RAW  
    Unless of course mass murder of youths is considered a common occurrence in your setting.
  11. Like
    Lotr_Nerd reacted to Donovan Morningfire in Morality hit for letting terrorists blow up kids?   
    Tricky question.
    I'd say that as long as they make a concerted effort to avoid the unnecessary civilian casualties (the SAGroup might be the SW version of the Hitler Youth, but they're still a bunch of unarmed kids), then I probably wouldn't award them much, if any Conflict.  Sometimes what's more important is the active effort to "do the right thing" than actually being able to accomplish that task.
    If they just raise a few token verbal disagreements but don't really do much to avoid the murder of children, then yeah we're talking guilt by association, and probably 5 to 6 points of Conflict since they're knowingly allowing innocents to be killed.
    If a PC is striving to live by the idealistic example of the Jedi Knights (something even they couldn't always do), then they probably won't be associating with fringe groups like Saw's for very long.  Kanan, who does a pretty good job of keeping to the ideals of the Jedi, in Rebels is pretty quick to call Saw out when the later goes too far in the Geonosis episode.
    Of course, if the PCs are very much embracing an "ends justify the means" approach, then they're probably already well on the way to being dark siders and may well not care about how much Conflict going along with such a plan would earn them.
    Then again, it's a debate of morality for many freedom fighters both fictional and real.  How far does one go in pursuit of your goals, and how far is indeed too far?  Sometimes that threshold is all that separates a band of freedom fighters like the Rebel Alliance from being outright terrorists, which is the category I'd put Saw's fringe group from R1.  And notable part of the intent with Force and Destiny is deciding how your PC is going to act and react when faced with morale quandaries, and having to decide which side of the line they're comfortable being on.  After all, there comes a time when one must chose between doing what is easy, and doing what is right.  Heroes that are indeed worthy of being called such will make the chose to do what's right, no matter how difficult it makes things for them.
  12. Like
    Lotr_Nerd reacted to awayputurwpn in Morality hit for letting terrorists blow up kids?   
    It's important to note that those examples in the table are indeed just examples, not "THIS IS THE RULES OF HOW ALL CONFLICT SHALL BE BESTOWED UPON PLAYERS, SO SAITH THE DEVELOPERS." 
    The rules even go out of their way to call this out. The numbers should be adjusted by the GM as the situation calls for.
  13. Like
    Lotr_Nerd reacted to awayputurwpn in Morality hit for letting terrorists blow up kids?   
    This is knowing inaction involving mass murder. 9-10 Conflict, easy. 
  14. Like
    Lotr_Nerd reacted to Rakaydos in Spade Squadron- Fighter Campaign IC   
    The commander nods to Gaaraddik. "We were told you were coming, Ensign Garr. I've got translation modules for all the other astromechs, so any pilot who cannot understand you will at least be able to get a translation from their droid. As to your ship, we dont have enough personel to provide gunners, so in addition to locking every ship's turret foreward, we removed your ship's gunner seat entirely so we could give you extra legroom."
  15. Like
    Lotr_Nerd got a reaction from SavageBob in Spade Squadron- Fighter Campaign OOC   
    I just posted, also so that everyone know any words inside the parentheses are what the Shriiwook to Basic translation of what my character is saying if it's the Wookiee and for the droid it's the binary to basic.
  16. Like
    Lotr_Nerd reacted to InquisitorM in L5R getting heat after SU&SD Review   
    But finding it offensive does not make it offensive. Nothing is inherently offensive – that's a bastardization of reality.
    So putting it in scare quotes is a way of saying that it has been incorrectly labelled, which is true, in this case.
  17. Like
    Lotr_Nerd reacted to shosuko in L5R getting heat after SU&SD Review   
    I think that Cultural Appropriation is a symptom of American Privilege.  People who have it so good they make up problems to concern themselves, and taint the standard sharing and celebrating of cultures (even if only partially understood) with offenses so they can vent their urban frustrations without admitting they care more about their mortgage interest rates than poverty and exploitation in developing nations.
    Banzai is used in modern Japan, and the use of the word in the L5R opening ceremony is quite appropriate.  Being offended by the Banzai shout, or considering it cultural appropriation is actually more showing of the misunderstanding of the writer, and their own fears of accidentally causing problems then it is an understanding of Japanese people and what they would care about.  This would be the same if a Japanese culture club celebrating classic English / American culture say Cheers when toasting together.
    If you want to avoid offending the Chinese - start with removing ALL depictions of skulls from the art work.  They care a lot more about that then about a common Japanese celebratory cheer...
  18. Like
    Lotr_Nerd reacted to VanHippo in Playing a Mandalore.   
    There is a stat block for mandalorian humans in Friends Like These.
  19. Like
    Lotr_Nerd reacted to OddballE8 in Playing a Mandalore.   
    If you can get your hands on it, read the Bounty Hunters Code, since it includes a "death watch" part that goes into the mandalorian culture (of course, from the Death Watch's view)
  20. Like
    Lotr_Nerd reacted to OddballE8 in Playing a Mandalore.   
    It's probably been mentioned before, but please stop saying "a Mandalore".

    Mandalore is the title of the leader of the Mandalorians (at least for the war-loving ones).
    A Mandalorian is the correct nomenclature.
    Just something that bothered me (and what got me to read the thread in the first place since I thought the OP's player wanted to be Mandalore, the leader of the Mandalorians).

    Other than that, a Mandalorian can be any race, but they are mostly humans.
    And there's nothing special about them stats-wise.
    They follow a code, that's all.
  21. Like
    Lotr_Nerd reacted to winters_night in Playing a Mandalore.   
    Old thread but good one. I was really pleased when I found out mandalorians where a culture instead of just a type of human because I had wanted to play a mirialan. So now I have Yeseu Itera a second generation bounty hunter following her fathers footsteps. I had rolled obligation betrayal and came up with her mentor and her being ambushed by another group of bounty Hunters he died but I lived but lost all the gear I inherited from my father. We just concluded a session where I recovered my heavy armor but all the cool stuff is broken (can't just give out jetpacks and flamers and optics right away)
  22. Like
    Lotr_Nerd reacted to Donovan Morningfire in Playing a Mandalore.   
    I'm wondering where the hell you got "Mandalorian = automatically Force-Sensitive" from, as there's very little to suggest that members of the Mandalorian culture had any greater chance of being Force-Sensitive than than other Human cultures or even certain species like Twi'leks.
    Frankly, any species can be "Mandalorian" without the need for custome game rules.  Simply build a character that's got at least some skill at combat (it is a warrior culture after all), pick up what armor you can, and simply live by that culture's guidelines.  The Mando culture is noted as being pretty open to new recruits; if you show up and follow the rather simple and straightforward code for living the Mando life, then you're a Mando.  Doesn't mean you'll be universally liked amidst the Mandos (Death Watch and SuperCommandos being at each others' throats is proof enough of that), but you're part of the society, simple as that.
  23. Like
    Lotr_Nerd reacted to Archlyte in Triumph: does it give 1 Advantage?   
    Yeah and they were trying to give that Triumph the effect of canceling a threat. I am trying to find out which app they were using to see what is up with that. They also referred to Pencils and Parsecs on YouTube but that is a highly house-ruled version they are doing. 
  24. Like
    Lotr_Nerd reacted to Yaccarus in One of my players wants to be a Mandolorian   
    Nonhumans can be Mandalorians too, you racist.
  25. Like
    Lotr_Nerd reacted to Donovan Morningfire in Strong in the Force   
    As you note in your example, that PC paid 80 of their starting XP just to get to Force Rating 2.  Depending on the spec, that may well leave them with talents that are only occasionally useful, or possibly not all that useful at all.  They've also "paid" by not increasing their characteristics any, which is going to bite that PC in the hindquarters quite often, as they may not even have enough XP to bump any of their 2's to a 3.  And that's 80 XP that not only wasn't spent on characteristics, but also wasn't spent on skills or Force powers.
    The problem of handing out Force Rating 2 for a song (essentially what the OP suggested) is that the character still has all that starting XP for other things, such as raising characteristics or more importantly buying Force powers, which will be a lot more effective at FR2 than they would be for a PC with FR1.
    Move is an easy go-to for that sort of leap in effectiveness, as the FR2 character is invariably going to have an easier time activating not only the base power but one or more upgrades, where the FR1 character will be lucky to get the basic power and an upgrade.  Sense is another instance, as the FR2 character can purchase both of the left-hand side control upgrades, giving them the option to upgrade both defense and offense twice, while the FR1 character that's purchased the same upgrades has to choose between defense or offense.
    Starting out at FR2 with most of a character's starting XP opens up powers that generally aren't available, such as Bind and Battle Meditation, both of which can be pretty effective with the right combination of upgrades; Bind can let you pretty effectively hamper a foe by inflicting strain if they do try to act as well as adding setback dice to that check anyway.
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