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Posts posted by Josep Maria
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Greetings! Any suggestions for rishii?
Thanks! -
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Hi Groggy! As I use to coment in other posts, my houserules don't pretend to be balanced, just to reflect Star Wars Canon universo more effectively, so yes, high level Jedi masters, as we see in movies and tv shows are unbeatabble from low level ranks or bunch of troopers when they aren't surprised of course (in that case cannot use Reflect efectively).
In game therms, well, each Reflect implies that your are loosing at first stages 3 Strain per round (plus Dodges and other options) so you can probably achieve that for about 4 or 5 rounds (considering that you roll a few Advantages).
About people who whants to focus on balance instead canon, your idea of just apply it on vehicle scale is a really good one
about Sil restriction, well, at clone Wars and Rebels too (not sure about this one), we saw Jedi using Reflect against big ships fire (maybe those where just laser canons or light turbolasers without any extra difficulty, cost or fatigue, so again, ok if its a balance thing but, it doesn't clearly fit with Star Wars universo.
Also and in general therms, remember that you can always block acces to those talents (or only let them stack 2 or 3 of them) as a way of balance it because those Jedi techniques were lost long time ago and players cant Access to them.
We tested it in our games about 2 years and a half and well, the results were so "StarWars". Awesome but not indestructible. A PC with Reflect 3 and another with Reflect 4 are still hit by a bunch of lucky Stormtroopers or even a lucky Agi 4 and 3 Ranged Light Rival Bounty hunter. But enemies use to choose for another options like grenade or área damage and melee fight those who are brave who confront the lightsaber.
So powerful and SW feel, a lot, but not inmortals.
Hope it helped

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About XP and PC progressions do you mean?
Here is my gaming idea.At the first game stages I use to give for a completed "scenario" (part of a campaign) between 0 and 15 XP on the easiest ones, on a moderate scenario I give 5 - 20 XP and on really important ones 10 - 25 XP. In all cases I always consider to give them special things or rewards but instead give them Talents or other special on game features I reward them with special events, NPC's or info.
When PC's arrive at high levels (or really high ones), we just continue gaming and advancing, without caring about XP BUT when players asks for it or even somtimes when I suggest it, we just upgrade or add a Talent, Skill or else (or giving the necessary XP for it). Even sometimes giving them Talents that actually he can adquire.
Game isn't calculated for reaaaaaaaally long them gaming (I refer to more tan 15 years of playing XD). So, at a advanced part, you have to forget XP and Specializations and just focus on pure PC design. Also, on high levels, PC's doesn't use to advance so much in their strong fields.
My player's PC with more tan 2.800XP had his main Skills and Talents at 4 or 5, but always there are ton of other good options to rise them up.
Do you want that I explain anything in special?
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Hmmm... interesting and a lot of things to answer XD
- About individuality: Well, here are "two options". You can personalize your character thanks to tons of talents and options. If none of them satisfy you, you can always give "GM Grants" and give them a special (or unique) Talent or Power. But give something "special" thanks to a lucky roll, personally, I don't like it so much. I would prefer that players do great roleplaying or design an awesome character instead leave this to mere luck.
- Objectivity: Well, I personally don't believe in objectivity, because always there is the point of view of someone (developers, players, GM, our points of view and philosophy), but returning to the idea: just argue and agree with your players. If do you personally believe that are beeing so "intrusive" in your player choices, ask them if them are feeling comfortable with that. Like in relations: communication and sincerity is the base of everything. You are the master, you have the power... because they consent it
So just agree with your players.
- About speed and progression: Again, look for an agreement with your players. Roleplaying isn't a competition between a clever guy who tries to kill players PC's XD is about elaborate a cooperative story between players and GM's. In my games (the advanced ones with PC's with more than 2800XP) I don't give XP to them, we just agree. My player ask me that If i can give him XP or a talent (XP for it) because he believes that his PC deserves it.
As I said, the idea itself is not a bad idea, I like as a concept. In Lord of the Rings book this was used to learn new spells. It wasn't a bad idea but, consider if do you really need this before other options.
Hope it helped
PS: About objectivity, I had this discussion long time ago about companions that had the same dilemna. They use to believe that they don't want to interfere, but as GM you are the one who decide if behing blastdoor 1 there is a stormtrooper, a pair of them or a rancor with an oboe XD so, as GM, you are the objectivity there XD
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Hi Marcy and everyone! I answered via PM but in general: work, my last player went to live to another distant place, political revolutions in Catalonia and girlfriend XD
That's the summary of what I done this days XD Have I missed anything interesting on the forums? -
Is not a bad idea, it reminds me Lord of the Rings (red cover 90's edition). Try to simplify it a bit more and can be a nice one, BUT...
...as people said, the main problema is the reason. Why do you need to limit them with a rule?
If you don't want that a character advance so fast, first, talk with your players and put some off game "restrictions". Also, don't let anyone (powers or not) just pick up a Skill/Talent/Power just because has de needed XP.
So don't care if you have 3.000 XP available, you cannot upgrade your "Tailoring" skill without a proper justification. This explanation can be a "between campaigns" or even "while we are in Hyperspace I study..." but before design a houserule, first, discuss with your players and expose your arguments and reasons, after that TOGETHER look for alternatives and sollutions and you can add your idea as an option, as I said, is not a bad one, but i would prefer that players advance thanks to their characters wisdom and experience, not just a "lucky roll". There is enough randomness in a roleplaying to put some more on character creation and developement (from my point of view).
Hope it helped

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Until the moment, there are no problems with the adaptation, and we tested it a lot. The mechanics are almost the same bust instead reduce damage just add Failures.
The rest of the Talents are still applied the same way, even use the same values. Easy to apply and not overpowered considereng that we se in movies and tv shows that even Young padawan can deflect (not return) easily. And this way too you just can deflect "big fire" like laser fire (or even light turbolasers).
There are tons of references that "anti-jedi" use close combat instead ranged against Jedi, like Cad Bane. Parry just reduces Damage, the only change is on Deflect.
Of course, is your choice to stay in front of the AT-AT or get cover... because if it hits... XD
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This is an old post right? XD
We use a houserule to "fix" this. There is evidences that Jedi can deflect "naval scale" shots.
Easy to mod, no other changes are needed

Reflect instead reduce damage adds Failures
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Suggestion, can you add a "To do list" at posts or I'm already missing it?
Thanks again for the epic effort. -
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About Jedi and the Force I had to say that when a dictatorship rules like the Empire, they use to focus on "rewrite" the story quickly and so effectively. This happened in Spain with Franco and the Second Republic. My grandmother told me that in less than 15 years people had tons of misconceptions about the Second Republic and also people easily tend to ignore "irrelevant" things (irrelevant because the dictator made the irrelevant). People that came after that effect was even stronger.
In hour actual days, 3X years after the dictatorship ended in Spain, most people that doesn't know that before Franco existed a Second strong and stable Republic.
Sorry for the semi-off-topic
Jedi Ronin reacted to this -
An easy resolution could be, when players arrive at space battles, use X-Wing rules, and upgrade a few stats if players have the apropiate skills.
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Good question. And Rebels will help me a bit.
Thematic encounters and personalized "episodes". I'll explain myself.
NOTE: Also I want to appoint, that unless is a high level Force User, there is a really big difference between lightsaber or not. Even in a hands of a non-FU it isn't at full potential with Reflect, it's a melee weapon, so without powers to move quickly you have to use lots of maneuvers and also have the social disavantatge that "everyone targets the guy with the light rod" or worst, call the Empire or the Inquisition. Even damage, even considering Breach, isn't so high too compared with a good E-11 blaster rifle.
Every combat scene can be conformed with certain "battle groups". As Sam told me long time ago, don't pack more than 2 or 3 minions at time, so, create a few encounters. For example:
There is a landing platform with 3 groups of 3 minions thugs each one and another one with a pair of melee droid guards, or even a lesser rival. Even you can put a lesser Rival on the other group. This way you can create a thematic fight and algo, the technician can slice to the terminal to charge the launching codes.
Those lightsaber wielders can join the fight but, generally if they are FU (at least a "mid level") can easily focus on bigger groups.
Hope it helped
Jedi Ronin reacted to this -
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If are you feeling that something fails, first explain it to your GM or players.Try to fix and change it if do you still believe that something is still alive with that char/game, BUT, if after the talk you don't see any sollution, just make a last and final epic session to say good bye (maybe this will turn again the flame
) and just continue with another character or game.
There is a "not so common" option that is export the character to another group or game that the entire party and the GM think that will fit properly.
Of course, anwers given are pretty good
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Here is a definition that may help you from Sam Stewart. Hope it helps

Sam Stewart:
Conceptually, the dice system fits our vision of combat, because we see Critical Injuries as proper injuries, and wounds more as wear, tear, minor cuts, bruises, sore muscles, grazes, and minor burns. Basically, wounds are being battered, but Critical Injuries are the actual injuries that can put you on your back.
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I love it and I like the new canon "aura" color

When we began to play SW at year 97/98 and haven't read anything about the EU (just played a few PC videogames) we thought that lightsaber colour came from ones "aura". So, I love the "new" canon.GroggyGolem and AnomalousAuthor reacted to this -
The Move Force Power
There is any official response about "Force Push" power or it isn't created? It's a variant from Move?
Answered by Sam Stewart:Force Push, Pull, and Move are all the same thing in our game. Anything you could do with Push, you should be able to do with Move.
Follow-up Question asked by Josep MariaHow do you handle the "Knockdown" effect that we can see sometimes on the movies? Its cinematic or I miss something?
Answered by Sam Stewart:If it's an opposed check, it would be something you could use Advantage to activate. If it's just a Force power check, then it's probably cinematic (if you're targeting minions or no-name rivals, whether or not they're knocked down probably doesn't make a huge difference either way).
From here
Hope it helped

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Not sure if someone tried, but try to run editor with Win 8 Compatibility and maybe Admin options too and it works fine

EDIT: Refering to Beta 1.8
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Same to you mate


Reflect and Parry
in Star Wars: Edge of the Empire RPG
Posted · Edited by Josep Maria
I used this houserule to emule SW universe as much as I can. When I houserule I don't take balance as consideration. Force uses to be better.
You still spend lots of Strain, and with our version it's a "all or nothing" compared with the normal Reflect. If you don't evade you receive full damage, and blasters and gunnery do lot of damage XD