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  1. Its also possible that some feral worlders can infact read they just cant read low gothic or really any language used regularly by the guard, they may understand there homeworlds regional language but outside that one planet its largely useless.
  2. I overall like the changes to psychic powers though I do think that they could use some form of aim action, perhaps added onto the focus power action. By taking extra time and care the psyker may increases there chances of success by spending an additional half action when making a focus power test they gain a +10 bonus a full action spent grants a +20 bonus. Just like aiming making a reaction or anything else that could ruin your concentration causes the action to fail and just for fun causes the psyker to roll on the psychic phenomenon table. then again I think most actions should have a potential supplemental action to grant them a bonus a character who spends extra time working on a project should gain a bonus from it.
  3. this week I ran into one difficult factor with character creation, Players joining a group my first session there where 4 players so recommended 15 base obligation with a max of 30 if they took cash and free xp. then this week another player joined I wasen't sure before hand how many people where going to be able to make it so I kept it with 4 but now I have 5 players possible one more once he gets some free time so each persons obligation should be lower, but that also lowers there maximum which would bring down there xp or starting credits. I know some groups are very set, the same few people every session but I know I am not alone in often having a variable number of players, real life concerns frequently interfere and its not unusual for atleast one person to be unable to make it, with a mechanic so tied into group size it makes things a bit difficult.
  4. it should also be noted that the penalty that you suffer for using ranged weapons when engaged simply equal out the melee combatants difficulty and the ranged. a Melee/brawl attack is allways at diff 2 ranged attacks depend on the range in question 1-4 with a special rule that says using a ranged weapon when very close to someone are slightly harder, in the case of pistols the difficulty is exactly the same to shoot someone as it is to hit them with a sword, with a rifle its slightly tougher rifles not being designed for use in close quarters combat. in 99% of cases the only time you will be engaged is when a melee combatant closes with a ranged combatant in which case you will normally find yourself basiclly equal in ability, not to bad given the massive advantage a ranged combatant has over a melee combatant untll that point.
  5. nope your all expected to either be unable to do your job or take extra obligation, just be careful ites really easy to break 100 group total obligation at character creation and if you do no PC can spend XP till you lower it, on the upside your a galaxy renown super criminal somehow. some people love that pc's start super poor, they cite things like firefly and cowboy bebop, yes the stars of those shows are allways poor but they also almost always have the tools they need to do there job, they have there guns, tool kits, med packs, even grenades. they actually get hired because they are desperate for money but have the tools and skills nessesary to succed at dangerous missions.
  6. I would like to see two prices for normally not sold ships, one that is what the empire pays for each one and another that is what the empire claims it pays for each one so it can channel those funds into secret projects and death camps.
  7. it may be two years till we have a jedi game but that dosen't really excuse publishing this game with broken lightsaber and force power rules. I really hope Fantasy Flight has learned there lessons from the 40K line and in 3 years we wont have three sorta similar games with tons of changes between the games, every single 40k game uses a different psychic power system, not because one is more thematic than the other but because they keep changeing it to try and balance it, every game has different combat rules and weapon stats. I am hoping this time around we can avoid those pains and when someone asks me what the stats for a heavy blaster pistol are I can tell them without having to fine out what game they are playing first.
  8. I had all 4 of my players increase there obligations for the extra credits one also took some extra xp. I am sure they could have just stuck with 500 bought a blaster each and immediatly flown to the nearest harmless moisture farm murdered the people living there stolen everything not nailed down and sold it, but they figured it made more sense to start with the basic tools of there trade, after all they are apparently successful enough to own a 110,000 credit ship they might as well have taken a loan out for a bit more to actually be able to repair and defend that ship. heck in the demo adventuer the starting poor pcs may need to buy food and medicin for 350 credits and later they may end up being charged 300 more for landing fees so that puts cramps into there plans, they may get those reduced but thats all up to the dice. and finally I just relized my pc's cant spend any of the xp they get because there obligation threashold is 100+ right at the start, on the upside these poor, unknown smugglers are legendary in underworld circles with there reputation preceeding them.
  9. ofcourse having one skill and talents that grant boost dice to that skill when your surprised would have been too much work I guess.
  10. I am not a big fan of how force powers are resolved right now, mostly because theres no variability, either you get a few light side marks and everything is perfect every time or you dont and nothing happens, in a system where its almost impossible under any other situation for nothing to happen it happens frequently with force powers. I understand some people like that the force mechanics are compleatly diffrent it makes them special snowflakes, but It also divorces them from the system and the characters using them. It also removes almost all the mechanical anchor points that other actions have to be adjusted. I Think it would work out much better if force powers worked like any other action characteristic+skill+difficulty+random modifiers looking for success/failure advantage/threats. Rather than rolling the one weird die with light and dark pips you would roll a normal action useing force rating as your characteristic and diciplin or perception/vigilence, or mabye even sometimes coerce to determin success. Force power upgrades could add boost dice or upgrade other dice in the pool when useing specific powers, sustaining powers would still lower your effective force rating essentially lowering your proficency dice in most cases. It also relives alot of the problems with move and mind trick, Influence would allways be an opposed roll vs willpower+diciplin, probeblly with extra setback dice for very suspicious individuals the GM could even use destiny to help keep important NPC's protected. Move would have higher difficulties with big objects and resisting individuals might upgrade some dice. Force users able to defend themselves might treat move as an opposed roll making it a highly questionable action mid combat unless you had a major advantage like having them on the ropes or having gotten some boost dice from your last successful action.
  11. as it is now there is really no compelling reason aside from GM fiat to not decide you speak every language imaginable. on another note I though about using education or xenology as a basis but it seems many of the most multi lingual characters from the books and movies are not heavily educated but well traveled, han speaks many languages because he travels alot not because he has a masters in alien languages, liea by comparison is very well educated and very intelligent but rarely shows a great facility with languages, luke it seems at first speaks only basic and a bit of jawa trade but by return of the jedi has learned atleast shirwook, tweilek, and binary.
  12. the same conversation went on with Star Wars the old republic they did the same named the basic class smuggler and the specialization within that class scoundrel. In Tor's case the main reason given was the iconic nature of the word smuggler in star wars even to individuals who are only passingly familiar with the movies. mabye not the best of reasons but to someone who wants to play a han solo character just seeing the name smuggler tells them that this is there class.
  13. I am not a big fan of letting everyone speak everything, give a player the option to speak every language and there is a good chance they will take it. heck star wars is full of characters not understanding other characters, thats why droid linguists exist. I am normally against adding more skills to this system but I think there is a good enough argument for a Linguistics skill which by default grants you intelligence+linguistics ranks in fluent languages and lets you roll to determin if you understand or can get your point across in other languages, if you get a triumph on a roll it lets you speak that language without rolling for the rest of the session regularly succeding at difficult linguistics checks for the same language might allow you to add it to your fluent languages list.
  14. I am posting this in Game Mechanics because most of it will be about game mechanics, but first, I ran my first session of EOTE monday and it went rather well the players seemed to like it, though it forced me to realize that I have far fewer D8 than I thought I had. now in roughly chapter by chapter order. Playing the Game Over all I was very hesitant to use these new dice but I found it actually fun, though It might get tougher in a long running game to keep the advantage and threat results fresh I am hoping to recruit my players to do part of the work there. I also noticed that you will quickly need more than the default dice given in the game, really there isent much to say here that hasen't been gone over a dozen times. Creating a Character I found starting obligations perhaps too high but that might just be due to the very low starting credits every one of my 4 players felt it was nessesary to upgrade there obligations just to get enough money to own a blaster and a few utility items like tools to fix the ship and com links to communicate with each other. On the other hand only one of them though that the 10 extra xp for upping there obligation was even remotely worth it and I have to agree roughly one sessions xp at the cost of what could take many many sessions of obligation to try and work there way out of. So ultimately I understand that starting characters in this game are supposed to be a bit broke but Star Wars has never really been a setting where gear and its aquisition was considered a major factor, A bit higher starting credits would be a good thing or perhaps take a page out of WEG D6 and let them start with whatever seems reasonable to the GM plus a bit of spending money, the hardened bounty hunter who wants weapons and armor may be a concern but I had a wookie pilot/mechanic who went into major debt so that he could afford tools to fix his ship, a data pad and a few other odd items that I would expect most mechanics should have. So Ya I would probeblly up starting funds to 1000 credits. Two other things, first the Obligation mechanic I wonder if latter games will have a similar mechanic if the three games are going to be truly capable of mixing it requires that you not have weird systems only used in one of them see the rules for squad mode in Deathwatch it being one of a dozen things that makes that game not work well with others. I would either drop this system or make sure each game has a similar one perhaps each one haveing an obligation but the specific charts being diffrent with each game to reflect the types of things they are involved in. Second the hard limit of no more than 3 talent trees at one time seems very artificial and mechanical, I cant see any real game balance reason it should be limited like this, they already raised to cost to 10/20 xp to get into them it just seems unnessesary, yes there may be a few talents that are ranked that you might be able to get too many ranks in but most of those talents should probebly have a limit to there ranks anyways, tied into this is the division between career skills and non career skills this two things can cause massive diffrences in XP over the course of a game dependent on ones system mastery and ability to carefully plan out what order and when to purchase things, as it stands now a player who carefully plans out exactly what order and where to spend there xp will create a far more efficent and powerful character than one who purchases skills and talents based on what they feel there character would have learned at that time. The limitation on only spending XP on characteristics at character creation also leads to characters who are forced to dig there way through tree after tree just to get that one stat bump heck alot of the NPCs at the back had to have spent hundreds of xp in talents not listed under there stat blocks just to get there characteristics to there current levels. I would remove the 3 specialization maximum on characters, drop the concept of in career and out of career skills, at character creation you would get a few free skill levels in things relevant to your career and starting specialization chosen from a list (basicly the same as things are now but without the surcharge for learning skills) The order in which you learn your skills would not really matter nearly as much as it dose now and it would allow players greater freedom in picking up skills they find themselves useing regularly. Skills Many skills could use side bars suggesting alternate characteristics that could be used in connection with them infact int+most any skill would be good for knowing about that field, sure you could force your smuggler to learn Knowledge: gun manufacturers, if he wanted to know about guns but in a narritive system its probebly best to keep the skill list short and instead have him roll int+ranged light to know something about blasters. All my players agree for a narritive game EOTE has too many skills, some of them cover wide rangeing actions and others only very very narrow fields. I would consider placing astrogation into the computers skill Astrogation is a skill that represents your ability to program your nav computer for a jump alternativly I could see it as part of the Knowledge outer rim and core worlds skills. Pilot is another duo that I see little reason to keep seperate, if the movies are any indication people who are good at flying space craft are also good at flying land speeders, luke's experiance flying his skyhopper back home translated into being a very skilled x-wing pilot even though he had never been in one till he flew against the death star, the same with anakin and most other characters, I would combind them in a heartbeat. Several People have brought up Knowledge underworld and streetwise I agree they really don't need to be seperate skills keep streetwise and fold knowing about the criminal element into it. Social Skills, wow there are 5 active social skills, Charm, Coerce, leadership, decite, and negotiate, I would cut this list down to two skills, Charm and Coerce, Charm would be used for most positive interaction flattery, honest dealings, supportive comments, exc. Coerce would be used when threats, negitive comments and other verbal assalts are used. Lieing as used to be coverd by decite would be covered by makeing a cunning+Charm or Coerce check rather than there normal Characteristics, Leadership would be a standard charm or coerce check but with a boost die or two mabye a upgrade die representing the bonus you get to bossing them around due to your rank this check might be made with a extra set back die or two and useing cunning if your lieing about your status. Negotiation would be dealt with similarly, are you playing up how useful you are and your long history of working together, charm test, are you acting like you could do better elsewhere and they better sweeten the pot if they want you to help coerce, perhaps modified for deciteful actions by useing cunning if you really do need the job. The only other Skills Issue I have is with perception, sureviliance and vigilence it seems like too many skills all related to, do I see something. In a way I understand the idea to break down active and passive noticeing skills but in this case we have surveillance for actively looking for something, perception for passivly noticeing something and Vigilence for reacting to noticeing something passivly, also vigilence and cool have alot of cross over, one is about your ability to suddenly react to a situation you didnt know was about to happen the other is about suddenly reacting to a situation you knew was about to happen. I think I would drop surveillance and vigilence. cool can easily be used for your ability to remain cool and collected when surprised and thus react properly, and given that surevillance already gives you a list of other skills you will usualy need to use it, (streetwise, stealth, survivial) I would just make it a series of rolls useing disciplin to stay awake, preception for keeping a look out and streatwise/stealth to stay unseen in a stake out. Talents Very little experiance with them so far though I would suggest changeing the talent trees to give little to no information about what the talents do but give there page number, as it is now my players and I where frequently confused by the almost compleat descriptions you get in the talent trees compared to the full ones in the talents section. Gear and Equipment also little experiance but just to nip this one in the bud I would change lightsabers to crit 3, and remove one rank of defensive and Deflection 1. Right now Lightsabers are among the easiest weapons to use well with a crit 1 its easy even without training to hit and crit someone, increasing the crit makes it a weapon that requires dedication to be good with. the removal of deflection and one rank of defensive brings it down to the same defensive abilites as a vibro sword in the hands of a common swordsman, but leaves room for talents and force powers to boost that, the movies and books are pretty clear, anyone can pick up a lightsaber and slice open a taun taun but it takes years of traing and the force if you want to deflect blaster fire. Combat and Conflict I really liked this section my only issue being how often you take wounds, this on its own isent a bad thing if its made clear that suffering wounds isent the same as being solidly hit by a blaster bolt in the movies the only times main characters get hit it results in injuries that would best be described as critical hits, if the wound threashold was defined as the point at which luck runs out and you finally really take a solid hit it would better repersent the source material. perhaps add to this allowing two advantage symbols to be traded in for one wound reduction, and increase natrual healing rate a bit, perhaps to brawn per night, right now a doctor often heals more with first aid than 3 or 4 days of rest, and a stimm injection once per day is better healing that bed rest. I also dislike giveing droids the exact same methods of healing as biological beings, very very few droids in the books have any form of self repair systems and dumping them in an oil bath is nothing like a bacta tank, I would simplify them droids can only be healed by being repaired but unlike biological beings you can just keep working on them till there fully fixed, one quick patch up like first aid after an encounter and after that every half hour to hour of work allows another mechanics roll to restore wounds. Starships and Vehicles I have to admit I still haven't read this section I was running short on time before my game and knew my players wouldent get to the space combat section so I skipped it but I will be getting to it soon. The Force This is the last section I am going to go over there has been alot of talk on the boards about some of its problems, (Unresistable powers, limited leveling potential, exc) My personal concerns are that the use of force powers is handeled in a compleatly diffrent manner than any other check in the game, similar to how Dark heracy had a special system for psykers and we all saw how that worked out. Useing the force is the one place in the game where one die roll can simply do nothing, and even when something happens its very binary, your power works or it fails the end. where as the rest of the system is full of setbacks, advantages, threats and triumph. My suggestion is simple, make useing force powers just like taking any other action, your force rateing becomes the characteristic which gets paired up with a skill like disciplin or perception, various other factors could contribute to success or failure just like any other action and you could end up spending advantages to add options to the activation whail the dark side could twist you with dispair. maintained powers would still reduce your force rating essentialy down grading your pool. for example in that classic scene where luke is levitateing the boxes and R2, right now this would just be luke rolling 3 force dice and looking for light side points instead if it where part of the normal resolution system for the game luke force rating 3, disciplin 3, is trying to move these boxes so he builds his die pool in this case three proficency dice, but thats not all the GM has him upgrade one die, adding a ability die for yoda's presence and council, he also adds one setback die due to the near by dark side cave, as well as two difficulty dice for the effort of lifting those objects well holding a handstand, luke rolls and the force is not with him today 2 success but 3 failures as well as two threats and one triumph, Luke fails to maintain his concentration and allows the boxes to fall the threats cause him two strain due to the shock of it but most importantly the triumph grants luke a vision of his friends in dire peril.
  15. so now that its been clarified that close combat rolls are not opposed rolls but against difficulty 2 how dose that change the Jedi duel math?
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