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Posts posted by Josep Maria
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Above 2600 XP and the game stills go on

Edge system, even with high "stats" doesn't ensure success (you have a great chance but never assured). Also, you can have an awesome Technician with 5 Ranks on Mech, Comps and some high level talents BUT there are plenty skills that still a challenge.
GroggyGolem and Benjan Meruna reacted to this -
Seems that that cap is a reference or a suggestion, not a "hard cap" itself. There a few exceptions like Tractor (from tractor beam rules) that can exceed those numbers easily. Also some Astrogation rules can exceed those limits.
By the way, as Blackbird said, cap is between 6 and 7 as a general suggestion.
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First, welcome back Lady Maelora!

Ok, Edge is a pretty lethal game (more on "advanced" character builds). Players can "easily" knock down someone by Wounds or even woth Crits (lighsabers and vibroweapons help a lot). Don't care about if its killed or not, 0 Wounds can mean "killed" so easy. When everyone falls to 0, if you want, they are dead.
Apart from that, as told before, SW universe (unless you are an unnamed minion XD) isn't a "kill everything" universe, it isn't the main essence, and players are heroes (pretty hard to kill).
By the way, I always considered an alternative to combat that, can be considered a deadly version. I havent tested it yet deeply, but seems a pretty good one if you are looking for this. Here it is:
The change only modifies ranged weapons. Personal scale ranged weapons, instead deal Wound damage deal auto criticals on hit. For example: A blaster gun (Damage 6?) would deal on a hit automatically a critical between +30 and +60. The value would be the same as damage, the half or something between.
You can also add a compensation and increase main ranged difficulties by 1.
Is a general concept but analyzed on detail, can be a great alternative

Take care!

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XP 2.685+ and still rockin'!
The dice system mechanics let people even with 4 or 5 Yellow dices fail against "not-so-complicated" difficulty rolls. Also, Setbacks and Destiny Flip are pretty awesome
JoshuaEvanBrown reacted to this -
Hi people! Here are the ones I use. Most of them are canon oriented.
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Starship and vehicle rules
- No hiperdrive speed, just jump lenght. Short, Medium, Long... Speed is "plot speed".
- Ion rarity now is 8+ and it's removed as a "common weapon" from starships. Also gain properties: Immobilize and Stun.
- Separated scales. Vehicles (or light armored) are x5 and Starships (or heavy armored) are x10.
- Improved Evasive Maneuver: Speed 5+; 2 Upgrades/Downgrades Defense/Attack.
- AT-ST Stats. Hit Points reduced from 12 to 8 (Still on observation).
- Developing a rule to consider distance even on space, nut just size difference. Add a consideration about target comp possible failure.
- I have a heavy patch for ship/vehicle Shields and Hull in other post.
I cannot post the rest sorry, I will EDIT it later.
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Starship and vehicle rules
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Seems that Inquisitors aren't a real match against a well trained Jedi. The biggest of them had problems (even lost) against an old talented Jedi padawan like Kanan. Those new ones are clearly no match against an almost-Knight as Ashoka (where the "h" goes?! XD)
So, from my point of view, those lightsaber are a way to compensate they "lack of skill" against their oponents.
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The one I use, pick what you need. Don't care about specs and carrieers, only have a minor consideration, but don't care so much.
Just consider the XP that you are giving to each field, not the general XP, for example, if you spend 300 XP on Computers skills/Talents on building a hacker, take that XP in consideration, no the rest that is needed to build a char. This way you will know that "this is a hacker with 300 XP challenge".
Off course, don't forget Adversary talent, even for non combat characters

EDIT: And remember to introduce special abilities. Existing ones, or created by yourself, don't be afraid about that

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Also, try to add rules from gravity, may fit

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Hi kelpie!
You can add scales (I separate vehicle x5 from starship x10) but with "Death Star Ray" well, just say NO XD
I use to use a "hard cap" based on TV shows/movies. For example: Whats the biggest thing a jedi can deflect? Heavy vehicle artillery (that droid with rotating head and cannons) and starfighter attacks, so, until a new update, thats the hard cap I use.
The same in other fields, like the Force: Whats the biggest thing ever moved? A Confederacy Super Battle Tank, 22,02 meters (Silhouette 4). (In comics also AT-AT ar moved, but are in the same scale). So thats my limit.
Argue with your players, and gently and calmly, tell them that they CAN'T reflect shots from Death Star XD
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No problem with that
Use the same rules: 3 Threats/1 Despair. No need to make changes on that. At least for our games. About adding Difficulty, we considerer it, But, considering two points: Strain spenditure and how easy, even young padawans, deflect bolts, we prefered to add Failures
GroggyGolem reacted to this -
The same way that in some cases people use to divide scales (x5 and x10 instead x10). Consider that droideka shields are vehicle scale using those new rules.
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I have a really big overhaul because, after re-watching Rebels, CW and movies, seems that shields are REALLY important, more than hull itself. When shields go down, the vehicle seems that gonna explode in not so much time.
The actual rule is cool, but doesn't get the "essence" about what should be. When I translate the rule I will post it here

EDIT: Here are the rule overhaul, two possible versions. We discarded the second one, but I will post it by the way.
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VERSION 1: Starships - Armor and Hull
Starships with Sil 4 or lower, have a maximum amount of Armor equal to Sil and Hull equivalent to Sil x5.
Starships with Sil 5 or upper, have a maximum amount of Armor equal to Sil and Hull equivalent to Sil x10.
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Shields: Work as Armor and Hit Points. Value equivalent up to Shields x2 and Hit Points equivalent to Shields x10. Divided by 2 (rounded down) with Sil 4 or inferior.
With remaining Shields, criticals still can be done but with a -10 per Sil. Recharge Action: Recover Sil + Success per Average (2) on Comp/Mech.
NOTE: After observing the "fragility" of starship hulls, I considered to reduce the Hull values by 1/2.
NOTE 2: Also, for survivability, double or increase Shield pool. Still analyzing this one.
NOTE 3: Special defense values that add Setbacks can still exist.
Sample: Now, a Sil 7 Cruiser, Can have up to, in normal circumstances, Armor 7 and Hull 70 (Halved, rounded up 35, if we apply the NOTE). The Same Cruiser with old Shield value of 2, Have shields with Armor 4 and 40 Hit Points. (Doubled up to 80 is considering the Note 2).
- Final Result: This Cruiser with above 100 HP and 7 or 8 Armor, actually have the same or closer amount of "HP" but from different sources BUT the main difference is that if Shields fail, massive fire or critical that damages Shields, the ship would be REALLY exposed and vulnerable. Imagine a Ship with 35 Hull and 80 Shields.
VERSION 2: Shields
They have a value called Shield X: Add X Failures to the attackers roll that are only applied if weapon BASE DAMAGE is equal or lower than a value called Shield Power (SP).
If Base Damage is higher than SP, then add Setbacks as usual.
Sample: The same Cruiser in the previous sample will have the next stats. Shields 2, Shield Power 7. This means that with weapons base damage of 7 or less, automatically adds 2 Failure, with the rest still add 2 Setbacks. I've got this sample values from using the same Shield Value (2) and using Hull to Determine Shield Power as general rule (7).
It's a easy, but not precise way to determine the values and make the conversion. A ship with really powerful shields, can have this values increased with independence of size and previous (old) shield value, but its an easy reference to convert it

- Consider if Shields with this version have a "time limit" before collapse.
EXTRA RULE: Like with Armors, I'm considering some rule to add a similar effect to Durable talent to armors and hulls. Maybe a big Starship reduces critical by X (based on Sil?) or Massive rules are enough? Personally, I like the Massive rule.
whafrog and Yepesnopes reacted to this -
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I don't remember what is the proper order but it's a mixture between Star Wars (or Luke comics XD) and Vader (now Vader Down too).
I have to say, that are epic

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Sons of Dathomir was inside the new canon and you are right, I forgot Shattered Empire, thanks

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Hi everyone and sorry GM Hooly for copying the format XD
There are a few of new comics released there days with TONS of really interesting new info. Here are the new sagas:
- Star Wars
- Leia
- Lando
- Chewbacca
- Kanan
- Darth Vader
- Son of Dathomir? (not sure about the name)
It will be interesting to comment some of the cool events and, of course, adapt it to the game mechanics.
A hug to you people!

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Just two epic SA! I lovem them

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Get well Oggy!

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My longest campaign started on the year 1999 and stills active yet (16 years).
A campaign must end (if doesn't have a "planned ending" by players and GM) when one of the parts considers that it must end. If the campaign still have emotion, mysteries and adventures, then, the show must go on

I don't care so much about XP limits. The main char have more than 2.600 XP and still have tons of challenges to beat. I give XP just when my player ask for it or when both consider that he needs to purchase something in particular.
So, don't worry about time, consider another progression method and create an epic story mate

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Oh! I am having fun!
I think I am going to post another official link in spanish. Let me think... Talent trees any one?
http://www.edgeent.com/juegos/download_pdf/sw_eoe_talents_tree.pdf

Post the Rebelion book talent trees too XD

Soak and Damage House Rule
in Game Masters
Posted · Edited by Josep Maria
We implemented a few house rules that seems to work pretty fine. All these changes pretend to "canonize" some elements.
- Brawn only adds half of it's value to Soak (rounded up your choice, we round up). Armor have higher values (up to double). The final results is above the same BUT you erradicate Soak-Muscle monsters and also add a really wide variety of armor options. Talents apply the same way.
- Armors can add from 0 to 3 Durable Talent based on its resistance/model (light/heavy or maybe just a good alloy).
Now other rules linked to those ones.
- Division of weapon/armor scale with Vehicle (or light armor) x5 and Starship (or heavy armor) x10. x5 and x10 respectively.
- Added "Immobilize and Stun" to "Stun" Weapons. Also Ions on space but its rarity is now 8+.
- Lighsabers have Breach X, ignore any non-energy based materials. (Exceptions: Zillo Beast and "magik" weapons).
- Cortosis feature disappears (at least as concept against lightsabers).
Glad to help