lupex

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About lupex

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  1. Aren't the odds of casting a spell like this comparable to using a ranged weapon at medium range that has multiple qualities? Why should the magic user have better odds than the other characters to hit/do amazing things?
  2. Or pay the xp to increase the relevant magic skill, that will make it easier to succeed and to generate advantage
  3. A hefty cost that balances out magic with non-magic attacks that usually have a 3 difficulty as standard.
  4. Although activating active qualities for weapons costs 2 advantage, so I would keep this to make spells comparable with weapons.
  5. You keep saying that, I don't think it means what you think it means!
  6. https://images-cdn.fantasyflightgames.com/filer_public/56/75/5675bba2-a5a2-4161-b4c0-eaed85a3d0b7/genesys_gencon_adventure_lowres.pdf
  7. How about using bad motivator talent 😂
  8. If you stat it, they can kill it!
  9. I was thinking of running some fighting fantasy adventures with the Genesys pre-gen characters and the adversaries from Edge of the kingdom, other conversions should be pretty easy on the fly.
  10. I do exactly this, and then watch as the player works out if it's worth spending a destiny point on, which adds some tension and puts the player squarely in control of the encounter.
  11. But with a good co-pilot (and the flat co-pilot action difficulty) you can downgrade the difficulty considerably, allowing a freighter to out manuvre the pursuing tie fighters.
  12. I finally got to grips with vehicle rules whilst playing the race in Jewel of Yavin, one of the most complicated vehicle set peices I have ever run. It really helped to just treat the piloting roll as the fly/drive manuvre, leaving the pilot with either a 2nd manuvre or an action. Flying faster allowed the pilot to pull ahead but increased the chances of messing things up for that round, which makes sense. Co-pilots had a choice of either helping out the pilot, doing damage control or firing the guns. The co-pilot action really is a boon to the pilot and helped to downgrade the piloting difficulty of most piloting rolls, making it easier for the pilot to fly faster and better.
  13. I do remember playing it back in the day and making a pretty good couple of sessions out of it, but I probably adapted it as I went as I do with most adventures. So fun but not overly memorable. I guess a lot of it comes out of what you find fun and interesting at the time, I mean Aurin actually really liked Onslaught on Arda 1, whereas I thought it was full of holes and too many GM fiat moments to make it workable. As long as we all enjoy when we play then it's ok to have different views on the same adventure.
  14. The speed junkiee and the Wookiee headed back to the main ship in port town, whilst the slicer headed back up to thier other ship docked on one of the standard landing platforms at the main commercial port, he was confronted by three of Stim's soldiers (from the D20 radio adventure 'Enemy of my Enemy'), whilst the old Jedi Elaiza waited by the port town ship hoping to persuade the group to hand over the Jewel. It was interesting running the split group but having both encounters play out. As the thief made his way down the wind tunnel and then back up through the station, an emergency announcement from Lando signalled the start of the Empires occupation. One thing I didn't expect was for Elaiza to be invited on the ship to rendezvous with the thief and the Jewel. It will be interesting to see how this plays out whilst running the next adventure on Vanqor, especially as they are likely to be 5 days ahead of the other ship due a better hyperdrive.