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WarrenH

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Everything posted by WarrenH

  1. Oh yeah so pcs winning checks would for sure have the ability to reflect useful/nonhostile encounters Since the dice are so useful with threat and advantage you’d also get stuff like hostile encounters with enough advantage to Avoid them or friendly encounters with a risk of going bad
  2. My two cents. if I was playing a game where random encounters for a big feature like a hex crawl I would do t like this. how dangerous is the area 1-5 how actively hunting for travelers are those threats 1-5 I’d have the region roll against the pcs using the pool above against probably a group survival check opposed roll. I would then interpret the roll with roughly along the following lines If the enviornemt wins an encounter happens with a rough difficulty based on successes. Off the top of my head a rival per success and minion per advantage with despair being a regional big bad. That’s my 2 minute napkin math solution. You have now made me want to try this so I’ll report back.
  3. can I use ranks in X skill in place of knowledge ranks for narrow knowledge questions about X skill? to me that’s maybe a five point talent, maybe a story point, or maybe just a house rule. the talent posted Is using x skill for both the ranks and the intellect portion of the check which I think is powerful and frankly a little odd thematically. I’d say having a bunch of ranks in piloting should give me a good shot to know about planes but not so good that I have a pull full of yellow dice if I have a poor intellect. Well-Read Tier: 1-2 depending on game Active: Yes (Incidental) Ranked: No When your character selects this talent, choose one career skill. Once per session, when making a Knowledge check relating to that career skill, your character can use this talent as an incidental to substitute their ranks in that career skill for their ranks in Knowledge. Intelligence is still the attribute used to create the dice pool, regardless of the attribute of the career skill.
  4. Neat idea! So I don’t think it is “too good” at all. As a tier four talent you’ve invested 20+30+30 in talents to even get to tier four so this is something you’ve worked a long way toward. if I understand the talent you pick a skill that’s already a career skill and spend a story point to roll that skill instead of knowledge ? so example I am a badass pilot 4 ranks. I take this talent. Once per session when I’m called on to make a knowledge check about something related to piloting, say tryin to figure out where the bad guys may have a secret airstrip based on what I know about their planes, I can make the knowledge check using pilot ranks instead of knowledge ranks? If That is the intent of this talent, I would argue that is something you should be able to do with a story point already without a talent. If your gm disagreed I could see making it a talent but in my mind it’s a tier 1 talent. For me personally I could even see something like tier 1 talent pick a skill In which you have at least 2 ranks. When called on to make knowledge checks directly related to that skill you may use your ranks in that skill rather than ranks in knowledge. I could see some settings where this might be problematic. If for instance your game was about a magic detective solving crimes related to magic, this talent would let you ignore knowledge by just using your ranks in magic. In short I think if you’re spending a storypoint it’s not a talent or worst case a tier one. In most games I’d allow this talent at tier 1 even without the storypoint. Edit : I misread your talent. Using your other skill for both parts of the dice roll is more power than I thought. I was thinking you were just swaping skill ranks and still rolling Int.
  5. My best friend and I are nearing completion of a pretty thorough shadowrun rules package. It’s probably 70% just combining fantasy and sci-fi settings with the other 30% being bringing in what you need to make it feel like Shadowrun. Its running about 15000 words right now I expect it’ll be about 18 pages when we have it polished and presentable. it has the obvious races and careers of course. It expands magic slightly to account for aspected mages (which are awesomely viable now in my opinion) as well as adepts. We included decking rules that provide granularity in how much you want to have to favor shadowrun flavor vs ease of use. we were avoiding riggers at first due to complexities of having drones but I think we cracked that to make them fun and reasonable so they are currently in. We also added a very simple and optional step to character creation that helps take a fresh genesys character and make them feel more like your experienced runner. As a fun bonus it captures a bit of the spirit of the priority system (without the complexity!). It’s firmly genesys at its core, but now with decking, adepts, and riggers that are about as distinct and powerful as spellcasters are in base genesys. i feel I should make this disclaimer every time I talk about it. Shadowrun is a lot of things to a lot of people. We for sure don’t have the audacity to think that our version is the best version or even a version all shadowrun fans will think is good. I cannot wait to release it here to see what people think and how we can all come together and make it better.
  6. I’ve played in three sessions of a distinctly horror themed game. My normal seeming modern day mechanic woke up in something scarily like the upside down. Weirdly he keeps having flash backs to other ages/settings/dreams? He isn’t sure but the visions give him powers different from his own. One vision he was a death knight, another he was a Wild West Mage. So basically I have no clue what’s going on but it’s a heck of a ride. Ive also run 2-3 sessions of shadow run. Oh man is genesys good for shadowrun.
  7. A buddy of my and I have been working on this as well. We are very near a full playtest draft that, for us at least, hits enough of the shadowrun stuff while staying true to genesys. i totally agree with the above sentiment about retaining as much genesys as possible and layering the SR feel not SR rules. Also SR is a lot of things to a lot of people there’s no way to totally nail every edition/ video game/ novel etc. When it’s ready we will post our humble take on it here. From reading the ideas here I can see a lot of us are thinking along similar lines. One bit that seems like it might help you with your gear xp puzzle. we implemented a bonus package that you choose after archetype and career. Each package is “worth” 20xp. Example packages * decker - rank in computers, cyber deck * cash out - 5k cash. * skills - 20xp to spend on skills We felt these bonus packages did a couple of things: 1) make the character feel more like an established runner. 2) allow for concepts like a street Sam with cyber or a rigger without really messing up starting cash. 3) keep a touch of the priority feel to creation and 4) allow for a street level game (by removing the bonus package and just playing normal creation rules. Rather than flaws we opted for edge of the empire style obligations mechanics. Hopefully that sounds cool to you too, we are excited to release this as soon as we can.
  8. First shout out to OggDude for an awesome character generator. * I think we all agree with bullet one. Bullet #2 makes absolute sense in the rules as written. I still think its a little weird that spit fire lets me target the easier target and apply all those extra hits to the harder target. GM of course will help curtail any sillyness, so /agree Bullet #3 - Applying additional hits from linked weapons on different targets seems very odd... There are some circumstances where is might make sense. So again I think GM will help with this one also. But at the end of the day what this all boils down to is: Spitfire allows a character (who has significantly invested in this tree) to a) Split is 1 off hand shot to another target - which could be the more difficult target - possibly removing difficulty and setback dice... This would probably be subject to DM interpretation. b) Make autofire even cheesier by removing difficulty and set back as above. c) Make Linked possible hit different targets assuming DM was OK with it. I still think the talent is pretty underwhelming in that it doesn't really do much for the character that seems to be its intended audience. If I had my way, Spit fire would allow an additional attack with one of the weapons for the usual cost AND allow the splitting of targets but would include the caveat (like autofire) that you pick the most difficult target. I think this would be powerful enough to justify the cost, without completely going nuts. All that said, as others have pointed out, Autofire pistols are few and far between and also restricted. Autofire rifles are very large and obvious. So there is still some utility in the single fire dual pistol build. Since you're here OggDude, how come I cannot juryrig my autofire weapons in your builder to only cost 1 adv?
  9. Also keep in mind that combat rounds are not your 6 second D&D rounds. In film, there are plenty of situations where the heroes (or enemies) are able to avoid a grenade blast. Whether or not thats realistic or not is a different matter... Remember Star Wars (especially this system) is all about cinematic combat.
  10. Without getting into a debate about various real world examples that might fit into the "Police State"category, what I meant was that in addition to heavily policing its populace with police and intelligence forces, the Empire is also capital E Evil (and led by a guy tapped into the universal evil). That aside, CSI Empire are exactly the folks that would be after the OP's group with their crazy loot (evidence) trail.
  11. Interesting idea to split into a money talks spec and a trades on the family connections spec. I don't love the name Plutocrat what about socialite? Someone who spends very visibly and is a face type character. At their best they'd be motivational leaders using their wealth for good. At their worst charismatic partyboys(girls) Aristocrats would be focused on family ties and the spending of favor to gain access to all sorts of things.
  12. Interesting build, I like it in general. Some specific thoughts. * Bonus Skills look good. * Blue Blooded is a neat talent - I think its pretty powerful to have 3 ranks of it in the tree. Reducing the difficulty by three is pretty powerful, I'd want some careful clarification on what "high status" means. -- Alternatively you could have it be Blue Blooded, Improved Blue Blooded, and Master Blue Blooded, toss a strain cost on there and I'd be more OK with it. Talents like Greased Palms and Bought info highlight throwing money around. To me old money aristocrats don't throw money around, their status simply opens doors. Similar with sound investments... I think a focus on making credits is out of place for the feel you have targeted. That said I don't think there is a problem mechanically with the talents. "Throwing Credits" pay 100 credits to ignore strain penalty from obligation, no way. Obligation triggers are fun and the strain ups the tension. I don't like throwing a nominal fee (which you are almost certainly getting from sound investments) and ignoring it. Noblesse Oblige should be a once per session spend a destiny point. Dropping 300 credits to provide 3 boosts to all your allies is too goo to be infinite. Old Boy Network again needs some clarification in the "long form" of the talent to spell out what an "important connection" and what benefits you can get from it. I assume its pretty similar to the "Biggest Fan" talent from Entertainer.
  13. For my group it comes down to verisimilitude and breaking the old dungeoncrawl habits. "Greyhawking" the bodies has it's place in some games, and occasionally the story demands you loot some NPCs. But in the real world, and likely in Star Wars, guns have serial numbers, other expensive gear does too. Looting the bodies and keeping the gear ties you to a murder (or at least assault) in the eyes of the employer of the goons you just trashed. Sure you could go out of your way to erase all the serial numbers, but now you have a big pile of guns without registration numbers, maybe that doesn't tie you to a specific event, but you can bet Imperial Justice will hold you indefinitely while they cook up charges. I tend to think of the Imperial Government as a generally evil Police State. You don't want to keep anything they might use as evidence. Introduce a little "realism". That should curtail the issue.
  14. Keep in mind that additional hit doesn't mean the same thing as additional success
  15. Autofire already lets you target additional targets so it would be of limited benefit. I could see an autofire pistol in your main hand with a higher damage or better crit pistol in your offhand (to have one offhand shot and a spray of fire from main hand). There no mechanical benefit to dual autofire pistols though it looks cool The wording of spitfire "additional hits" as well as the paired mod both make me think that somehow at some point the intent was to have more than one off hand shot possible. Before you ask, why paired? Paired costs two hard points and allows you to reduce the advantage cost for offhand by one. It effectively grants 1 advantage since as far as we know there's just the one offhand hit possible. The sight which is only on hard point also grants one advantage. Paired is not a great mod compared to the site. Now if additional offhand attacks were possible paired would be much better as it would potentially make several shots 1 advantage less.
  16. My two cents: New Specs are interesting. Gear is solid. Ships are excellent. The introduction of the Hwk-1000 will IMHO add another freighter to the short list of best sil 4 ships. . As usual the rest of the book (the "fluffy" section) is excellent.
  17. That's how my group already plays two weapon fighting... You declare your target(s) and which weapon is shooting which target before you roll. The target with the hardest difficulty is the first shot. The second target is hit if two advantages are rolled. IIRC, nothing in the rules says that the second target MUST be the same as the first target. I would like to think that for a 25 point talent that it's letting you buy extra attacks beyond what you can normally do. I like limiting it to one extra attack per target. Fighting a squad of Stormtroopers? Shoot them all down. Fighting a single Rancor? Good luck with that. As this is a new talent from a new book, would it be possible to post the long and short versions of the rules from the book so that we can get a better idea of what it's all about? So on two weapon fighting Edge pg 210 (Determine skills abilities etc) ... Finally, he determines his target [notice no plural] Contrast this to the similar (but not the same) Autofire rules pg 155, which has specific rules for deciding to hit multiple targets and having to target the most difficult one first. I think most of us, myself certainly included, read the autofire rules on multiple targets into the two weapon fighting. Spitfire says (and this is the long version) "After the character makes a successful combined check with two ranged light weapons, each additional hit generated as part of the attack can be allocated to any other target with in range of the weapon." So first my interpretation of RAW 1) Spitfire simply allows us to do what we already thought we could. 2) Interestingly enough, there is nothing about having to target the most difficult target with the primary shot. So in theory I could target the stormtrooper and trigger the extra hit against Vader. As a GM I would not allow this but hey, its RAW. 3) It seems from the wording "each additional hit generated" (instead of something like, "the additional hit") they are leaving it open to apply to some other talent that allowed additional attacks. Some Thoughts: * At some point maybe they considered a talent that allowed additional offhand attacks. As opined above, it wouldn't be any worse than autofire and would have a significantly higher buy it. * I toyed with the idea that the talent might have meant to be worded at each additional success could be applied as another hit (instead of additional damage) but this really doesn't match with the wording. Taken all together, the gunslinger is a pretty sweet class, the balance of focus between multiple hits and powerful crits is interesting. Spitfire seems drastically overpriced, especially considering as far as I can tell there is no provision to ever get more than one additional hit. One other little gripe - Paired, the new mod option which must be applied to two pistols and reduces the cost to activate the second hit in two weapon fighting seemed good at first. But you could easily take the laser sight and or superior which gives you advantage which has the same net effect, is more flexible, and must only be applied to one weapon.
  18. But I have a jury-rigged SE-14r with a blaster actuating module as a primary weapon... Should have been more clear, that was directed at the heavy blaster rifle build that was using juryrigged for damage. I've been reflecting on Gunslinger more, and I'm thinking the idea here is critting multiple targets. Putting together some tests to see.
  19. Yeah our games have an unspoken rule about arms escalation. I don't have to tell the players no crazy autofire cheese because they know the threats have to scale with them. Also I don't think you can have a spread barrel and a spin barrel. And if cheese is your goal you should juryrig to reduce cost of autofire to 1. But to be clear I'm not talking about (or concerned with) comparing two pistols to a heavy rifle. The pistols advantage of being able to go anywhere is huge. I'm comparing only ranged light weapons and discussing how valuable (or not) spitfire is.
  20. I'm not saying everything needs to be as good as auto fire. Or that autofire is sane (it's not imho) but spitfire as currently worded really just does some that most DMs would read in anyway. Seeing as dual weapons could be a sword and a pistol most people I have played with assumed you could target two different targets just by two weapon fighting.
  21. So here are some examples: Using one auto fire blaster pistol * difficulty +1 one hit plus one per every two advantage ( or per one advantage with jury rigged) * can hit as many targets as you like Using two "normal pistols" (assume you go all the way down gunslinger) * difficulty +0 one hit plus max of one more for two advantage ( or one advantage with paired mods) Using two linked pistols (again with gunslinger) * difficulty + 0, 1 hit with first gun plus 1 hit with second gun for two advantage (1 with paired) each gun can get a second hit for 2 advantage due to linked. Maximum possible of four hits on one target or two on two targets. (This costs at best 5 advantage) There would be no advantages gained to using two autofire pistols. To summarize let's assume you roll net success and 4 net advantage Autofire would be 5 hits ( because of course you just rigged it) Dual linked would be main hand, plus off hand, plus one linked activation with one adv to spare Two normal pistols would be two hits with three advantage to spare. Clearly the autofire pistol is doing the most hits, though it is at + 1 difficulty. My biggest problem is that all the autofiring character needs is one rank of jury rigged to hit that many times. Our gunslinger has to get to the bottom of the tree to hit more than one target. Second biggest problem is after investing a ton of points into talents for two weapon fighting, our gunslinger would stop using it immediately upon gaining access to an autofire pistol.
  22. So either I can't get the rules question form to submit or I submitted this question 7 times. So I thought I'd ask my peers on the forums. Spitfire Talent from Fly Casual: As written is seems that all Spitfire lets you do is target two different people with one attack each when using two weapon fighting. This seems pretty underwhelming for a 25 point talent. Am I correct that two weapon fighting only allows for 1 secondary attack at most? If so then it really seems like Spitfire should allow you to make additional attacks(beyond the first "offhand") with either weapon for the normal 2 advantage each. Essentially allowing a high end gunslinger to gain "autofire" when dual wielding pistols. It would be hard to say this was broken since an autofire ranged light weapon already exists. An alternative that several of my players suggested was the wording of Spitfire was intended to be that each additional success could be used as an additional hit on a new target instead of additional damage on existing targets. This reading would also work pretty well and doesn't seem broken compared to existing Autofire (particularly with jury-rigged) Any confirmation you could provide would be great. Any insight into the thoughts behind the desired difference in strength between dual wield and autofire would also be appreciated. Thanks in advance. -Warren
  23. Great work on the supplement. Lots of fun. I wonder what a colonist game centered around this city when/if Teemo is dealt with would look like? Fighting off other Hutts that have a claim. Stopping the Empire from taking over. Finding a way to make the town a better place to live. Could be lots of fun.
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