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Everything posted by WarrenH

  1. I'd say if its based on a ship that could carry 25 passengers, 5 makes more sense. Just my 2 cents.
  2. If you reduce the crit value to one, you crit when you have one net advantage. Superior gives you one advantage, but this could be countered by a threat from the difficulty dice. But yes, you would crit very very often with this weapon.
  3. Perhaps the party gets infected with a nasty bug, and has somehow get the doc aboard an imperial ship, and then defend him long enough for him to work up a cure to their ills.
  4. I did this and I also didn't really get into letting them get the loot at the end of Escape since I planned on rolling right into Long Arm. I also tried to make the pacing feel a bit more like Teemo's goons are right on the party's tail at all times. It ended up as an almost breathless pace that was really a lot of fun.
  5. Hello all, sorry if this has been posted before. I find the Influence skills to be a little less clear cut than I'd like, specifically Deception. I'll try to be concise: Charm indicates "Instances in which the desired outcome is directly opposed to the targets interests, an additional difficulty die may be added" Coercion Indicates "attempting to persuade a character to betray his core beliefs should always add difficulty..." I don't see similar entries under negotiate or Deception. For my game I have basically read them in. Essentially for deception, if you lie is a whopper it adds a die. Negotiation would be a really terrible deal for the target adds a die. I've also read the (what I consider) common sense: at some point if what you are asking for, demanding, negotiating, lying about is just too far/big/silly/etc the target just doesn't agree/cave/believe/etc regardless of how good a charmer/liar/negotiator you may be. So the process for me looks like this: Determine what the "talker" is trying to get from the target and how they are going about it.This determines the opposed skill rolls. Determine if the talker's request is “reasonable” – open to interpretation and discussion by the table.If “reasonable” no additional dice If better than reasonable, reduce the dice pool by one - two If Counter to the targets beliefs/interests increase the dice pool by one – two (with two being reserved for seriously outlandish things). If the target would be a fool not to grant the request, no roll needed. If the target would come to harm, or serious loss (and the target is aware of this) for taking the request and has no reasonable chance of gain automatic failure Modifiers (Setback/Boon) based on a variety of factors other than what is being requested. Obviously roleplaying trumps all, and you can come up with reasons for almost anything, that either reduce or eliminate the penalty for the influence check Is this what other people are doing? Do you think the above system is too strict, too relaxed? Any thoughts at all?
  6. I was going to say something pretty similar to this. The Spice Miners are a terrific plot hook. For one, they are a source of lucrative criminal profit. The Spice must Flow (wrong Sci-Fi) and who better to take it there (and line their pockets) than the crew of the Krayt Fang? The miners also have a militant faction, kinda like another militant faction the players might be interested in, you know the Rebel Alliance? I'd also suggest having each of your players give you a contact or two from their character's pre Teemo past. These can be great story hooks down the road. Trex … it is possible that Trex survived beyond The Long Arm of the Hutt. In my campaign he did not, but his brother Grax is out for revenge, but mostly wants the Krayt Fang, I'd wait awhile to spring this one though, it'll be more fun once the players have forgotten that their ship is stolen. The Genosian Dukes may want the PCs to run a load of weapons to a buyer. One or more of the contacts they met at the party may also have plans for the PCs. Also when in doubt use a story skeleton to help get your brain fired up: " When W happens, the heroes must X. Will they succeed when Y does Z? Sounds silly, I know, but it works. When a lucrative spice contract falls in the PCs laps, they must get to Rodia in two days. Will they succeed when an enemy from their past tips off the local customs officals of the PCs intent?
  7. What if auto fire required 1A for the first extra hit, 2A for the second, then 3A and so on?
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