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Josep Maria

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Posts posted by Josep Maria


  1. Its a good alternative and maybe it can be applied to a few good things.

     

    Also remember that the rule of reduce damage doesnt work in scenes like Ashoka against dwarf droids with laser naval scale weapons or some scenes that jedi deflect fire from destroyers. In rebels kanan do it too but not sure. Maybe from vehicles?

    Failures can work against naval scale damage. A minimum tie fighter with 4*10 laser damage ignores any personal damage absortion. And jedi seem that can deflect them even bigger fire.

    As I said my HR are focused on canon instead balance. Also consider deflect as an extension of ur lightsaber skill.

    Hope it helped 😉


  2. Hi Wolf! 

    Nope, with the houserule Improved Reflect has the same effect because it activates with Threats and Despairs, it doesn't care about Failures. And most deflected bolt go "nowhere" but a few one make a direct hit. Remember that and attacks is a consecution of blaster shots ;)

    Hope it helped!


  3. Hi there!

    Personally I like it and used not just for common encounters, also for background problems and sollutions with PC and NPC actions. 

    It's a good reference to use when try to "autocalculate" some success or failures on missions and about out-of-screen conflicts.


  4. Greetings!

    In this post there are a few good reflexions. Here's my own method too.

    "In our games we made a change to Reflect (not to Parry). It gives Failures instead damage reduction, the rest of Reflect mechanics are the same.

    You can't Reflect a lot of time (unless you have some Talents or recover Strain of course)."

    Take care!

     


  5. Greetings!

    We ported our high level chars from SW too. About 2.650 - 2.800 XP. There isn't a apparent problem at high levels if you consider that there are a lot of challenges. 

    For example, the main character was a Jedi Master with high Force Powers, Combat and Piloting Skills and some Command and social ones. He's impressive at the first ones, really good at the second ones and not so bad with the rest. With all the other skills he's like a normal person. He always needs to find someone that helps him on other missions apart from piloting or combat, and event on those cases, help is always welcome.

    His chances of succes in "primary" skills are above 50 and 80% and 30 - 60% on the "secondaries". So try to open the type of events player can face and emotion stills there. Using Adversaries special rules can be pretty interesting, and critical protection is BASIC to prevent "insta-kills". You also have "Story points" of course.

     

    With the port (we have to analyze it yet) he is a 2.300 - 2.600 XP character... with more than 35 Ability Points XD

    We are still loking for good adaptations but in general therms, no problem with high level characters-game.

     

    Hope it helped mate;)

     

    EDIT: We did a bit more accurate calculations and its a 2.330 XP chracter. 


  6. 2 minutes ago, micheldebruyn said:

    Alita is essentially the same as General Grievous. It's not really something FFG Star Wars is set up to handle as a PC. It's a cyborg that right out the gate shatters the maximum cybornetics limitation.

    I think having her be neither and instead do complete brain-in-a-jar type cyborgs as a separate species would work best.

    Interesting. Apart from the main question, anyone here has created any similar specie to the "brain-in-a-jar". Thanks again!


  7. Hi everyone!

    My girlfriend wants to use an "Alita-type" character for our game and I'm really stuck with it.

    Based on Alita universe (I'm not an expert of it), Alita was a human that was transformed into a "robot". I know that its body its pure mechanic thing but has a human brain (exchanged by a CPU in the manga). 

    I'm not sure if focus the character with a "highly modified" cyber-tech human or just a "droid conected to a brain".

    I would thanks some enlightment with this, thank you ;)


  8. Hmm... that's right, I'm probably still influenced by d20 XD. Edge tempos are strongly different, build by "scenes". A "round" can be easily a few seconds up to 5 minutes (from Sam in a ask developers answers).

    Maybe I would reconsider the concept. Ans also from Sam itself, Wounds aren't "real Wounds" just a mixture of "energy and bruises" (strain apart). Real damage on Edge are Criticals.


  9. Yes, I use 2+ formula. I based on the idea that even a "low level reflecter" can easily deflect them with not so much problems. Maybe 2+ it's a bit excesive but, till the moment we hacent got so much problems in our games. Apart that I restrict access to those talents I wanted to emulate that at last, until you have some area, explosive or dare to melee/stun/disarm a "Jedi", you will have lots of problems with them.

    The main idea of the modification was to confront the "vs vehicle fire" problem but in general therms, if someone have a line in the script on the movies or TV show, it seems pretty hard to kill with blasters XD 

    I'm open to any suggestions of course ;) but what we have tested until now a group of "not so lucky" minion or a 2 Y 2 G Rival shooting at still can score a hit or 2 on a Reflect 4 char with no amor bonuses but Sense x2 upgrade. Really difficult but not impossible.


  10. Yep I'm aware that is just an assumption, but in general cases I use to create things more "player friendly". But yes, still considering it because Conflict rules doesn't necessarrely means that you "fall to the dark side" just that you can be "tempted" by it rolling a d100. 

    So probably you are right, that's because we haven't fully implmented it yet.

    After watching the tables of pip probability I'm still trying to discover how probable is for a FR6 character with a pair of full power trees ahieve the desired results.

    By the way, thanks ;) 


  11. Yep, I'm aware that FU can be beaten but everyone BUT you are considering that (probably) the best Bounty Hunter against not so renamed Jedis, Windu had not so much problems with no-head Jango XD

    About Clone Troopers vs Jedi, well, tons of teories there but surprise/traition + big number is a good ally yes XD

    About autofire, yes, you are absolutelly right, I forgot that option, but well, I want them more resistant, not invulnerable as I said. Also explosives and snipers, as Bane in person said "there is no merit on taking a Jedi out with a Sniper, do it melee" XD

    And also we seen in so many moments that Jedi can be beaten with melee (not only for elite bounties), also by "normal slavers" and so on. So, Jedi seem to have really good advanteges gainst low, mid and mid - high ranged level, but "nothing special" (apart that his weapon is almost unstoppable on melee XD) at close combat.

     About the last part of your exposition I don't get it, Can you try to explain it a bit different please? Thanks!


  12. First thanks for all the efforts ;)

    In our games we have a houserule for "really avanced force users" (not necessarelly Jedi but something near). We are aware that you can succumb to dark side and Flip a Destiny point to exchange pips (paying also strain cost and earning Conflict? Not sure) but we still created something to empower a bit force using characters.

    Force Focus/Mastery/Insert cool name here XD (Incidental, Out of turn): Let you exchange FP (LS ↔ DS) paying 1 Strain per pip limited by Ranks on Discipline.

    In movies or TV Shows high skilled Force users doesn't seem to fail checks (just when confronting another one) and apparently without falling to the Dark Side. Some scenes we watch can be explained as a "cinematic moment" or a "really lucky roll", but when it happens so usually we considered to create this option (not Talent) as one possible idea. Maybe you can consider a 3+ FR or just a "scenic Master grade" of Force Domain, not sure, but seems to work pretty fine.

    It's a really overpowered option in general cases, but for high level games and characters like the ones on my games (More than 2600XP) is not so powerful as it seems.

     


  13. About balance, well, I hope and wish some maturity from my players (I don't always achieve it XD). So my players doesn't use to bother just because one of them is stronger. 

    In our games we focus on building a story, a cooperative story, between players and me. We aren't doing any competition. In one of my last games one 2600 XP player played with another 780XP one. The higher level player eventually was a Jedi XD

    We don't use to care about if you can kill a rancor with one hit or twenty, just in the construction of the story. Off course, there are scenes where while "Padme confronts de stupid battle droids, Qui-Gon and Obi fights the Sith". Everyone has a role on the game, no need to have the same amount of XP or Talents.

    Balance is betwen focus on tempos and their stories, not for how many wampas can beat before die XD

    About Reflect the idea is, if as a consequence of the Failures you reduce Success to 0, then it fails, if not, it fully hits (I always forgot that part sorry XD). About "fairness and balance" as said. Reflect on movies is REALLY powerful (and apparently easy and intuitive) but not infalible. This way also you can Reflect fire from Vehicles like in Rebels and CW.

    As I said, personally I don't care (in general therms) about balance between players. First goal, create and epic story, second one, mantain universe "coherence".

    And yes, tell your players that "Force users USE to be better" XD If I had a strong FU in my group I would be happy as a player, but also worried for the Inquisitor that is coming to hunt him/us XD

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