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angelicdoctor

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Everything posted by angelicdoctor

  1. This weekend I introduced a new person to role-playing by giving this 13 year old my copy of the Beginner Game for his birthday.
  2. No argument from me. I give this recommendation my full support.
  3. It's a matter of focus, really. See further the "Welcome..." section on page 7 of the Beta for Age of Rebellion. What is interesting to me and what has also clarified in my mind what the game designers' intent was for this collection of RPG tomes was what was written concerning the relation of the three books, Edge of the Empire, Age of Rebellion and Force and Destiny. For instance, Force and Destiny will focus on 'Force users in the galaxy', while Edge focuses on the the fringes of society and Age, on the members composing the Rebellion. It is only natural to think in terms of obligation and duty when it comes to those outside of normal society and those who 'take the fight to the oppressive Galactic Empire', respectively. It's a bit of a paradigm shift, nothing more.
  4. The female CosPlayer could use some covering as well. As a mindful parent and father of multiple boys, just sayin'...
  5. An excellent suggestion, indeed. eBay will see a great deal of traffic from me as I attempt to build up my WEG library of older modules, Starfall being but one of them.
  6. The Ford Model-T car wouldn't be considered "archaic" in terms of human civilization, being less than a century old, and yet it's certainly archaic in comparison to today's generation of cars. To most folks during the Rebellion Era, the Y-Wing is an antiquated design, something that's been around for over two decades, right alongside the various Separatist ships and even the starships used by the Grand Army of the Republic during the Clone Wars. Heck, even the YT-1300 is considered to something of a relic, only still seeing use because it's so reliable and fits the niche it was designed for so well. Same with the basic theory behind hyperdrives and blasters. While the overall types of technology might not change much from era to era in the Star Wars universe, things do improve over time. Consider that during the end of the Clone Wars, the Eta-2 Actis Interceptor was considered a top-of-the-line space superiority fighter... but by the Rebellion Era, it's pretty much akin to a 50's muscle car in today's world. Heck, the A-Wing does much the same, being as fast and with comparable armament, but has the advantage of both shields (something the Eta-2 doesn't have) and an internal hyperdrive that comes standard. The Y-wing is still a serviceable ship, but it's no longer a top-of-the-line model; if anything it's akin to a car from the 80's still being on the road in today's world. It gets you from point A to point B, but it's not as fuel-efficient, more likely than not prone to various issues simply from being so old, and needs constant maintenance to do it's job. But one of those souped up and restored Model-T's are pretty freakin' awesome. I'd take one of those over a new Mustang any day of the week.
  7. I am actually quite pleased with the AoR Beta thus far and am thankful that I made the decision to purchase it. I had to sell a few Saga books to get it, however.
  8. How about just getting a job? Sometimes even people with jobs are on a tight enough budget that $40-50 isn't trivial. This is all discretionary spending in my budget. As such, it is the first to go when other, more important categories in my family's budget, need attention. For instance, just yesterday, my best milk goat tore off a good bit of her skin having presumably gotten too close to my barbed wire fencing. As I am not yet well versed in livestock first aid and medicine, this will be a costly trip to the local livestock veterinarian. Things like this happen on my new farm. As such, the discretionary budget is in constant jeopardy.
  9. I have decided to purchase and participate after all. I resigned myself to having to unload my Saga books to make it happen.
  10. SprainOrge, I can see your points and appreciate them because, as of late, I share them as well. I was looking forward to Age of Rebellion in beta and was seriously considering its purchase and participating in the feedback sessions here on the forums. However, leave it to real life calamity to put things into proper perspective. I no longer have the discretionary funds to embark on such a venture. In recent days, I've had to re-prioritize purchases and thus more deeply scrutinize based on the potential return on investment. At the moment, AoR beta has fallen off the decision tree, so to speak, due in part to what you have written as concerns. Further, I would prefer that the beta period be extended to at least February 2014. I recall the last beta period and felt extremely rushed by it and thus was able to contribute very little to it. Maybe, just maybe in the extended time frame I might be able to save up the money to purchase the book and participate. This, coupled with the initial investment in a game whose core rules are already completed, your concerns and my current financial situation, make this an unlikely event for me.
  11. A few weeks, eh? I might as well proceed with my purchase of extra dice and Beyond the Rim.
  12. We must be patient. It is the Jedi way... I, too, am eager to purchase this book. I am putting off the acquistion of Beyond the Rim and additional EotE dice until this item has been made available to buy.
  13. I agree on all counts, including your use of English. Very understandable.
  14. DailyRich said: I plan on simply telling anyone planning to take the Force Sensitive Exile tree that the difference between being Force sensitive and knowing how to use it is the same as the difference between knowing the ocean is there and knowing how to swim. They're going to have to learn how to use the powers, which implies someone is going to have to teach them. Now I don't expect them to drop everything and try to find a Force master. I'll let them learn by observation. Maybe they can make an Intellect check when they see someone use a Force ability and with sufficient success, they glean some intuition on how it works. But I'm not going to let someone cherry-pick from the Force powers just because their character is sensitive to the Force. They're going to have to earn it. I'm also thinking about secretly rolling their Willpower/Presence/Force die in certain situations to represent them randomly and unwittingly tapping into the Force. That seems a much more plausible -- and interesting -- thing than the example above of a starting character taking out Fett and Vader. +1 to all of that.
  15. EldritchFire said: angelicdoctor said: deanruel said: There are no rules in this book for selling anything at any point ever. There is no standard set out at any point in the book for what happens if I character wants to sell something. This should be rectified. I think it's unfortunate that my character setting up a lemonade stand brings this rulebook to a crashing halt. Even a simple "It's like Diablo, everything you sell is half price from what you buy" would be a great inclusion into the book. That is a bit of an extreme example, i.e. bringing the game to a crashing halt by setting up a lemonade stand. For my part, economics is one of the last reasons why I would pick up an RPG. You being a designer hoping to sell the fruits of your labor must understand this about your audience. I would imagine that I am not alone concerning this position with respect to economics and role-playing games. As a GM and/or player of RPGs for over 30 years I have yet to meet any player or GM who felt that an inclusion of rules specific to bartering in a particular rule set would turn them away from playing that game. That is a weak excuse, in my opinion. What to do? As stated by other posters in this thread, just make it up and move along just like you offered by your Diablo (what is that? some video game?) example. If FFG decides to explicitly make this accommodation within their core rules, good for them. I won't need it to run this game, but good for them nonetheless. And good for you. Normally I'd agree with you, that it's not needed. However, there are two specs that are specifically geared towards buying/sellings. Also, Edge of the Empire is a game about making it out on the fringe of society, and buying/selling are is a big part of that. The lack of specific rules for selling on the open market seem to be an oversight, considering they included rules for buying and selling illicit goods. Heck, the negotiate skill specifically calls out how to make a profit on what you're selling, but no where we have been able to find tell you what the base selling price is. -EF Respectfully, I disagree. I don't need rules codified for this neither in this system nor in any of the other multiple and various RPGs I run. Again, if FFG makes it a point to place these 'Papers and Paychecks'-style rules in their core, more power to them. I would think it over complicating and unnecessary (and certainly not in the spirit of an exciting and cinematic Star Wars game), but I'd be well with it. After all, a new player/GM may need the additional hand-holding. For myself and my players, we can play well without them.
  16. deanruel said: There are no rules in this book for selling anything at any point ever. There is no standard set out at any point in the book for what happens if I character wants to sell something. This should be rectified. I think it's unfortunate that my character setting up a lemonade stand brings this rulebook to a crashing halt. Even a simple "It's like Diablo, everything you sell is half price from what you buy" would be a great inclusion into the book. That is a bit of an extreme example, i.e. bringing the game to a crashing halt by setting up a lemonade stand. For my part, economics is one of the last reasons why I would pick up an RPG. You being a designer hoping to sell the fruits of your labor must understand this about your audience. I would imagine that I am not alone concerning this position with respect to economics and role-playing games. As a GM and/or player of RPGs for over 30 years I have yet to meet any player or GM who felt that an inclusion of rules specific to bartering in a particular rule set would turn them away from playing that game. That is a weak excuse, in my opinion. What to do? As stated by other posters in this thread, just make it up and move along just like you offered by your Diablo (what is that? some video game?) example. If FFG decides to explicitly make this accommodation within their core rules, good for them. I won't need it to run this game, but good for them nonetheless. And good for you.
  17. gribble said: Two weapons have a range of "Short" - the Ionization Blaster and Slugthrower Pistol, but that range band doesn't exist in personal scale, and I'm assuming they're not supposed to be able to shoot at Starship ranges! Looking at the weapons, they're probably supposed to be Close, but it does raise another bugbear which I'll point out in the Starships thread… I am glad that I am not the only one which caught this. In fact, I have brought up this anomaly in another thread under the Combat section.
  18. Donovan Morningfire said: So it seems that FFG's design philosophy when it comes to Force Powers is "start the PCs of really small, and make them work to become powerful." A very similar mindset to the way D6 Star Wars handled Force-users, start small (up to 3 dice in a Force Skill, and not enough skill dice to boost them all) and build their way (slowly and expensively) up to being powerful. This is a philosophy I can get behind. These guys, imho, become uber-powerful in the previous iteration of the game too easily and much too rapidly. I like this current approach a great deal.
  19. As noted elsewhere, if the range band changes for the pistol then it should logically follow that it should for the rifle as well, one perhaps even increase two range bands.
  20. angelicdoctor said: That is what I would like a clarification on. Still, considering the typical, effective range for a modern slugthrower pistol, eg. Beretta 92FS, I would expect the distance to exceed that of the 'Close' range band. Close, i.e. several meters, seems awful short for a slugthrower to me. I take a modern slugthrower, my Beretta Px4, to the range and it seems that seven meters is easy. In fact, at my preferred pistol range targets are placed at 3 yd, 7 yd, 15 yd and 25 yd positions. Considering that 7 meters is but 22 feet (a little longer than 7 yards), I would think that Close is not nearly far enough to be an effective range category.
  21. That is what I would like a clarification on. Still, considering the typical, effective range for a modern slugthrower pistol, eg. Beretta 92FS, I would expect the distance to exceed that of the 'Close' range band.
  22. The Missing Range Band? In a current Play by post I am participating in, I have adopted a gunslinger type motif for the character I am using. As such, I have elected to acquire a slugthrower pistol. Like the only other item in Table 5-5: Ranged and Gunnery Weapons on page 110, the Ionization Blaster, the Slugthrower Pistol has a range of Short. The range bands detailed on page 135, however, do not include this. Furthermore, neither weekly update to this point appears to address this matter. Please advise.
  23. Thank you very much for the distinctions made through example. That helps clear things up a bit.
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