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LexMajor

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  1. Just put in a turn limit and/or “dummy player” (a la Mage Knight) and you’re set.
  2. It was never all that clear (but more power to you if your group used it like this). Unofficial rulings on podcasts seem to suggest that it did NOT prevent attacking, only to choose which arc you were fired upon (on your best defensive side, presumably). I find the new version clearer... in my opinion (and this too was never too clear), once you "Get the Advantage", you keep it over the next rounds, having gained significant positioning over your opponent. This means the "double upgrade" is likely to pay up over the next few rounds if you can keep it, making your shots hit much harder... But JRRP's right that the "Brace for Impact" maneuver is probably the main improvement for survivability over the previous versions of the rules.
  3. Don't know if this has been mentioned (didn't find it after searching through forums). They changed a few things on vehicle combat, but to me this seemed most significant. In the Genesys System corebook publication, the "Gain the Advantage" action now states (p.229) that "While a pilot has the advantage, upgrade the ability of all combat checks made from the pilot’s vehicle against the target vehicle twice, and upgrade the difficulty of all combat checks made by the target vehicle against the pilot’s vehicle twice." (emphasis from the book itself). No more mentions of ignoring Evade actions penalties, or choosing defensive zone. This is a significant change from the rules in all three SW corebooks, making GtA much more useful. As there has been numerous discussions around this in the past, it does seem like a nice modification (suprised it didn't make the Errata/FAQ). IMHO could very well be considered "official modification" from now on (will be in my games).
  4. Let me be crystal clear: I currently own solely the base Core Set of Imperial Assault. It's a fun game, we're almost through the main campaign (playing once every two months or something like that because of player availability). Although they look intriguing, I have no real incentive to get Twin Shadows, Return to Hoth or Bespin Gambit (after all: not done yet with the main one!). If a companion app was to be published, I would INSTANTLY BUY ALL THE OTHER BOXES (present and future) WITHOUT A MOMENT'S HESITATION. That is my message to you, FFG.
  5. I've just seen the movie, and as I suspected it's given me a bit of motivation to start a SW RPG game again. One of my big fears with the upcoming Episode VII was "are they going to introduce stuff that will clash so much with the books we'll be left behind if we want to run a SW game?". For instance, the original SW RPG would have had required quite a lot of tweaking to cover Episode I-III and the Clone Wars Series and Rebels. So the question is: is there anything missing for us to run a Force Awakens game? OK, so factions and alien races. Everything checks out. There's a few alien races that are new to the eye, but we've also seen quite a few familiar faces (Sullustrans, Wookiees and Mon Calamaris). Faction-wise, the Emp...First Order still has TIEs, Stormtroopers and the like so no big chance of missing stat blocks. I've loved the Triads showing up, but this is still "run of the mill" Star Wars, in the books. Now with the game system. From memory, everything checks out: scavenging, using data and computers, shooting blasters, piloting ships, demolition runs, melee combat and running from gunfire are all largely covered by the base system. Do we have everything career-wise? Here, the question amounts to "did we see specific careers/capabilities that are not represented within the three main RPG books?". The answer, for me, is no: everything should be covered. Poe: Ace Pilot, Spy Infiltrator, Commander Squad Leader, Soldier Commando (all from AoR) I could go on, really, but there's enough for that Resistance guy around. Rey: Explorer Fringer (EotE), with Force-Sensitive Emergent (AoR). Clearly going the Seeker Pathfinder (FaD) path as a jedi? Finn: Hired Gun Mercenary solidier (EotE) with a shady background. You can just tell he's going the Soldier Commando (AoR) route. Also, but this is open to discussion, wouldn't count him out of the Force Sensitive camp yet (I found his blasting with the Falcon's cannons just a bit too inspired). Funnily enough, look at the drawing for Force Emergent and tell me there's not a bit of resemblance... BB-8: Technician/Engineer Mechanic (EotE/AoR), or maybe Spy Slicer (AoR)? Little guy's not especially shown a distinct technical affinity (not on par with R2's for instance), but he's still a droid. Kylo Ren: Warrior Aggressor FTW (FaD). No questions, here, really. General Hux: Commander Commodore (AoR), Diplomat Agitator (AoR, Propagandist sounds right if you have the Diplomat book) Captain Phasma: Soldier Tactician (AoR) is spot-on. Max Kanata: Colonist Scholar (EotE). What about Gears and Vehicles? New Stormtroopers Gear: Sensibly the same, along with the Blaster rifle. Maybe just a bit of improvisation for the "modified electro melee weapon" wielded by a Stormtrooper mid-movie to do a variation on the electrostaff? By the way is it just me or has the Stormtrooper aim improved a bit since the original trilogy? Three-pronged lightsaber: Yep, a gap here, how do these work? Also, where this could be interesting is with the "self-made vibe" shown in the unstable lightsaber blade. Vehicles T70 X-Wing: Probably the single most important missing piece. I'm dying to know what improved in our beloved X-shaped fighter over 30 years. 2-man TIE fighter with actual life support: This is interesting too, and not really covered. The First Order TIEs look sturdier, too. Resistance transport: Some kind of "wide transport" with which Leia shows up. Pretty secondary, pretty much any transport stats could do. First order barge/transport/Shuttle: Also pretty secondary. Lambda shuttle stats are probably OK to use. Mean beasts in Solo's transport: Any mean creature would do, really, there's already quite a few of them statted out in the books. And the Force. We've seen a lot of Force powers we've seen before... Bind, Move, Influence (mind trick) and Sense (mind reading) pretty much covers everything from the movie. The only standout would be the "hanging blaster bolt", but as this has been discussed elsewhere, it could very well be covered by Protect, Bind or Improved Reflect. So to summarize Even though there are some little missing pieces, which will no doubt be present in an inevitable source book for Force Awakens, we pretty much have everything we need to build Episode VIII ourselves, which is GOOD NEWS. May the Force be with your GM'ing!
  6. File this under "underexplained rankings". I compiled this to validate if my "core adventures ended a bit weaker than they started" impression held a bit of scrutiny. I think it does. Discuss/debate as desired. ----- 1) Escape from Mos Shuuta (Edge of the Empire Beginner Game): Nice flexibility, nice atmosphere, they did everything "just right" for the 1st Beginner Game. Felt Star-warsy as hell, perfect intro. 2) Trouble Brewing (Edge of the Empire Corebook): Continuity on the same themes. There was a cool mix of contraband, gang wars and a great endgame. 3) Operation: Shadowpoint (Age of Rebellion Beginner Game Web extension): The part with the villagers and the Demon Moon is pretty cool. 4) Takeover at Whisper Base (Age of Rebellion Beginner Game): Clear objective, some nice twists (shuttle), and a smooth "commando-like" feeling 5) Long Arm of the Hutt (Edge of the Empire Beginner Game Web extension): A classic revenge story, suffers from revisiting threaded ground. 6) Lessons from the Past (Force and Destiny Corebook): A bit too linear for my own taste, and a climax that's very, very lacking in credibility. 7) Mountaintop Rescue (Force and Destiny Beginner Game): Good setup for Jedi Characters (I like the pregens a lot for F&D), but bland delivery and a disappointing "end boss". 8) Lure of the Lost (Force and Destiny Beginner Game Web extension): Bland, with a predictable plot. The "heist" is the most interesting part but lacks spice. Opens up nice avenues for future adventures, though. 9) Perlemian Haul (Age of Rebellion Corebook): Really, really nothing to see here. Boring mission with twists out of the left field. Read but not included: Dead in the Water (Age of Rebellion GM Kit): Actually I own this one, it's great, love it, should have been included in the corebook instead of the Perlemian Haul Under a Black Sun: Not bad for single-play, but is very linear. Pretty good for conventions, for instance. Lost Knowledge (Force and Destiny Beta): Own this one too, but it's passable, really. Wrong kind of "Esoteric" feel to its resolution for me. Not read or owned: Crates of Krayts (Edge of the Empire Beta) Debts to Pay (Edge of the Empire GM Kit) Operation: Shell Game (Age of Rebellion Beta) Hidden Depths (Force and Destiny GM Kit) Onslaught at Arda I Beyond the Rim The Jewel of Yavin Mask of the Pirate Queen
  7. Just finished a read-through. I also own and have ran the other two beginner boxes (and own the other 2 books + the F&D Beta). This is definitely the weakest one of the three... the adventure is very, very linear, with what seems to me little possibility for exploration or interaction. Haven't read the online part yet, though, maybe it'll improve on the beginner box's content.
  8. Small change that would both be useful information for game setup, and make the game more accessible to both learning and returning players. When selecting 2 or 3 player games, list how roles should be distributed along players. (2 players: Commander and Scientist | Squad leader and Control, 3 players: 1 player playing both Commander and Control, etc.). I find this information is a bit "buried" in the setup sheet, easily forgettable, and probably very small to include in an app update. Regards,
  9. I used to be a big Blood Bowl player, and its thrill is undeniable: evolving teams, rivalries and emerging star players, team "management" for when one of your players is injured, etc. It's a great feeling. Provided the game has some facilities for it, you can sometimes "tack on" league rules on them. You can see a (very good) example of this with Rekkon's Galactic Civil War rules for X-Wing. Seriously, check them out. SW: IA is the most promising game for this kind of play that I've seen for a long time now. There are basically two concepts at the base of league play, which are progression and handicap, both of which are necessary for the "league thing" to happen. You'll see them in pretty much all "simulation sports games", but not all games take them easily. Progression is very easy to do with this, with upgrade cards and equipment. You can personnalize heroes, give them names, and make them progress along their path, choosing options and giving them personnality. Having a point value Handicap should also be easy to do... just off the top of my head, I figure drawing X number of cards from the Skirmish upgrade deck to fill the point difference between the Squads. What I'm saying is: this shows great promise for league play. Once I've played a few Skirmish game I'll probably try my hand at writing some home rules on them... that should be fun Anybody else thinking the same thing?
  10. Hey... you still have GOG.com . Seriously, they thrive on the "Won't buy Steam" crowd and are a very good example of the "buy a product that does not possess the characteristics you don't want". I file the "paid beta" trend as true innovation in the tabletop RPG industry. Remember: as a whole the RPG industry is estimated at 15M$ overall (source). That's not such a huge pie to split between gaming companies (CCGs are 450M$), so anything to help generate revenue, especially during development phases (those designers aren't free) to keep the hobby alive. Licences such as Star Wars, although they can be problematic and restrictive (no PDFs...), can bring a lot of new gamers to the hobby. That's good.
  11. Here is a funny thought: having a Star Wars RPG is not a basic human right (U.N. somehow forgot that one). It's a luxury item. It's a contract between a company and you for a product (notice I mention a product, not specifically a physical good). Don't buy it, or buy competing products that don't have that characteristic. You should survive that ordeal. At some point they'll stop doing it. In the meantime, those who can cope with the way the "contract" is offered will enjoy the product (until they get screwed, presumably, if ever), netting hours of gaming enjoyment at a certain price. Also: did anyone mention one of the zillions free Star Wars conversions out there for a ton of other systems (Star Wars, GURPS, Savage Worlds, FATE, Wushu and a ton of others)? By the way that argument about video games has exactly ZERO relevance the the current debate (I'd go for a fallacy of false equivalence, personnaly, but that's just me). (Sorry, got up on the wrong foot this morning.)
  12. Sorry, had to do it. I guess what's being discussed here is more of a "general-but-contains-all" format for the corebooks that adds content through supplements versus three "Partial" corebooks that can stand alone. A corebook published on that model would have had more (but not all) careers but fewer specializations, less ships (but more iconic ones), and probably not all the Force powers. The rest would have been available through sourcebooks. Keep in mind there is an all-encompassing rule about RPGs that corebooks sell manifold what supplements will, though. Maybe that's part of FFG's equation. For me, the good thing about the triality (?) of the Corebooks is that you have everything to have a character progress very "deep" before you run out of options. A Smuggler in EotE has a ton of option running well into the "deep end" of play. Well.. almost everything (I guess that's what career supplements are for ). "General" corebooks are often a bit more superficial in the progression department.
  13. Hadn't thought about it this way. I like this. Call it "friendly fire" and "demoralization".
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