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About alien270

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  1. Wow, I have some mixed feelings about this film. It had some great moments, for sure. The Vader scenes, the space battle, K-2SO's lines. I really liked the Rebel's references (I didn't catch Chopper, but I definitely saw the Ghost multiple times in the battle, plus the announcement for General Syndulla on Yavin). But there was a lot more to dislike than I expected. Tarkin was over-utilized, considering the CGI was firmly in Uncanny Valley territory. When they first showed the back of Leia I kept telling myself "don't show her face, don't show her face," and then they go and show her face. Bad move, the CGI didn't look good. They should have kept the camera behind her and just showed her taking off the hood to reveal the buns or something. After TFA came out it seemed like people fell into two camps. Those who care more about plot didn't like it so much, calling it a re-hash of ANH. Those who care more about characters liked it, because Finn and Rey had such great chemistry. I fall firmly into the "character" camp. The characters in Rogue One, in contrast to TFA, were very underdeveloped, even if the plot did something new for a Star Wars movie. Well, sort of. Sure, it was a grittier war movie, but we still knew how it was going to end, and ultimately the only thing it really added to the overall universe was confirming that the exhaust port was an intentional weakness. It was visually pretty awesome, but as a movie fell pretty flat for me. I didn't find it too hard to fit into my ranking of the other movies: 1. Empire Strikes Back 2/3. The Force Awakens/A New Hope (tie) 4/5. Return of the Jedi/Revenge of the Sith (I go back and forth on my ranking for these) 6. Rogue One 7/8. The Phantom Menace/Attack of the Clones
  2. When my group first started playing the game, we interpreted the "Fly/Drive" maneuver to indicate that you were moving but not doing anything else. Maneuvers like "Accelerate/Decelerate" granted the same benefit as "Fly/Drive," in addition to their RAW effects. Because the system is narrative, and ships would always be moving. So basically, "Fly/Drive" only got used when you didn't have a use for one of the other maneuvers. It was only later that we discovered our error, after one of the developers mentioned it on Order 66 (not that I ever listen). But our "houserule" made more sense to us, so we just kept playing it that way. Might be worth considering for those whose suspension of disbelief is strained by RAW.
  3. Anyone else watching Rebels on iTunes? And annoyed that they split season 2 into Vol 2/3, so that you have to buy the second half of the season separately? After already releasing Siege of Lothal as its own separate purchase? I'd be a lot less frustrated if I knew that going in, and if they're going for the money grab (obviously), I wouldn't be surprised if they turned a lot of people off of buying it legally. I really only bought volume 3 because I have enough disposable income right now that it's not a big deal, but a couple of years ago I would have passed on it for sure. It's also annoying that the files don't download grouped, so you have to go and manually do that. Otherwise as downloaded you get this nonsense: 1. The Lost Commanders 1. The Protector of Concord Dawn 2. Relics of the Old Republic etc. I actually only started using iTunes for tv shows very recently, because for most other shows (or at least the couple I watch on iTunes) the price finally became competitive with buying DVDs at Amazon's price, and you get them as they come out. Rebels seems to be the outlier, and more similar to how Apple used to price their shows (more expensive than a DVD set).
  4. If the point of this discussion is "how can I make A-wings a more attractive option" then Chu Wolf's suggestions work really well. I haven't used A-wings in my games yet, but they're one of my favorite ships (loved them in the Rogue Squadron video games) and I'm definitely going to be incorporating his suggestions when I'm GMing (and hoping other GMs in my group follow suit for when I'm a player!). It's especially helpful as it doesn't require any major rules changes. If the popular interpretation/implementation of RAW sees one ship being substantially weaker than another, what does complaining about it accomplish? It's not like FFG is going to re-print an errata'd book just to "fix" this. By far the most constructive solution is to use creative applications of the rules to play to the A-wing's strength and make its narrative advantages more mechanically relevant. The more it gets discussed, the more GMs will be exposed to the ideas, and the more common such "rulings" will become. Space combat is already heavily narrative and abstracted so there's plenty of wiggle room. I also like how the suggestions address, in addition to the A-wing, the GtA action which is typically considered weak. I'll definitely be pretty liberal in allowing advantage, additional successes, and Triumph to modify GtA.
  5. EotE Beta EotE Beginner's Box EotE Core Rulebook Will purchase: AoR Core Rulebook F&D Beta F&D Core Rulebook This is probably my favorite RPG system right now, but I just can't jump on the supplement train. I did that with 4E and it was expensive, and by the end there were so many options that I was strongly considering running core-only campaigns, or at least core + 1 supplement per class (since some classes, i.e. Paladin, were balanced poorly in core-only). And now I've become invested in a greater number of systems than I was back then, so I've got to be more selective and buy only that which will provide a lot of lasting value. So what kind of supplement would I be willing to consider for this line? I've got my eyes on the technician sourcebook, whenever that comes out. If it's loaded with general advice on how to modify or invent gear then I'll be on board. Basically I'd be interested in a toolkit for improvising new gear in a balanced way much more than getting a sprinkling of new unique pieces of gear, attachments, or mods. I've also been waffling on whether or not to pick up Suns of Fortune. I'd love to know more about the Corellian system, and the modular encounters would be more useful to me than a full published adventure. This would probably be something I pick up during a "dry spell" between other anticipated books. There's just too much being released this summer to worry about it right now (AoR core book, F&D Beta, Firefly core book, 13th Age Bestiary, and 13 True Ways).
  6. The main reasons I'm picking up AoR are the new specializations, the new ships, the rebellion-themed fluff, and of course the artwork!
  7. +1 My last character was a brawl-focused Wookiee, and I did it by using modded shock gloves as an Outlaw Tech. We used the Weighted Head attachment as inspiration for a High Voltage Power Supply, and after a +1 Stun Damage mod combined with Jury Rigged I'd get 5 stun damage (that ignores soak) for the low cost of 1 advantage. That leaves more advantage for healing Strain, and said Wookiee also started out with 3 Willpower and had a couple ranks of Grit. My GM played the NPCs realistically, and sometimes that meant we'd be facing stun weapons. Especially considering that my Wookiee almost always opted to deal non-lethal damage (honor and all that good stuff). Sure, his WT was still higher than his ST, but he was no slouch in the strain department either. In my experience, min-maxing in this system is not as effective as making a well-rounded character. YMMV. But for my part, when I make a Wookiee I'm not looking to boost his WT even further than it already is, because he's already formidable. I'm going to patch the ST weakness as much as is feasible, and if needed I'll plan on spending a lot of my advantage for healing strain and/or resisting the urge to take that second maneuver quite as often.
  8. This is more full of crap than most of the NFL Draft predictions I've read this week. Every bit of this is speculation, and they don't even mention Boyega? And young, dark-skinned Lupita Nyong'o will be playing a canonically-white (not Caucasian. Like, bone-white) character who would have to be about 50-something at this point in the films? Asajj appears in The Clone Wars, and The Clone Wars is now considered canon, after all. Ventress would be more like 70-something. RotJ was what...20ish years after TCW? Given that the OT actors have all aged 30+ years Ep. VII will probably be 20-30 years after RotJ, so we're looking at 40-50 years after TCW. Ventress was most likely at least 20, if not closer to 30 in the series. I guess the question is do Nightsisters age the same way that humans do?
  9. i second that! And I hope it's the next career book released!
  10. My group has just been assuming that the climber's kit is essentially an ascension gun.
  11. Yep, my Wookiee got one a few sessions ago and sold it right away. Accepted a pretty low price for it, too, just to be rid of the thing. Don't need that kind of heat!
  12. Granted my Explorer was a Fringer with Scout as a secondary specialization, but there are some similarities. Keep in mind that there's no one true way to play any specialization, and that goes doubly for the more flexible ones that lean toward being jacks-of-all-trades. One of the key things to think about is mobility. This wasn't a primary focus for my character, but it was definitely something I dipped into. Piloting (planetary), Athletics, and Coordination are important skills, and sometimes Stealth as well (suck it up and buy it out of career), but with a pair of macrobinoculars you might not even have to get close enough to need Stealth. Sometimes you'll need Cool instead of Stealth anyways (say, if you're trying to blend in with a crowd). Anything that improves your Maneuver economy is great, and that's primarily strain management talents like Grit and Rapid Recovery (as well as having a high Cool or Discipline), but also includes things like Let's Ride. Some GMs run more chase scenes than others, but Shortcut is extremely useful when they come up. A Scout that can get to a hard-to-reach speeder bike, hop on it, and then pilot it effectively doesn't need combat skills; I can't tell you how many times my Fringer/Scout ran enemies over. If there was a vehicle nearby, I was thinking about how I could use it. And I was ever-thankful for that Destiny Point I flipped toward the beginning of the campaign that explained how that "busted" swoop bike simply needed a new spark plug. Yep, I kept that swoop bike, even if it meant we had less room for cargo in our YT-1300. Perception and Survival are both important for interpreting movements of others (and Survival seems to be a good go-to option for beast-riding, making it analogous to Piloting (planetary)). Really, Perception is probably your most important skill if you're truly trying to take the term "Scout" literally and use the character as an information-gatherer. Depending on the campaign you might want to grab Computers for this as well. And of course there's the controversial inclusion of Medicine on its list of skills. This not only makes you more self-sufficient, but you can stand in for a Doctor if your group lacks one (or maybe the Doctor's the one laying on the ground bleeding out!). My group seems to be really good at splitting the party, in which case having at least two PCs with Medicine is a good idea anyways. Then there's a big focus for the Explorer in general that my character simply didn't have the XP to invest too heavily into - Knowledge skills. If you don't want to play the more restrictive Scholar but still want to be a know-it-all, Explorer (including Scout) is a great second choice. Knowledge skill could be great for avoiding unpleasant surprises and possibly giving your group a bit of a home field advantage. Besides that the differences between Explorer and Scholar are pretty pronounced; aside from having Knowledge skills in common, the other things they do are pretty different.
  13. Ah yes, we did something like this as well. It wasn't quite an opposed Astrogation check, but rather the GM allowed Astrogation checks for estimating the likely destination(s) of a ship that we could see jumping to hyperspace.
  14. Good review! I'm on the fence about getting supplements for these lines, because I like the "core rulebook is filled with generic stuff that's flexible enough to be anything" philosophy. After having gotten on the supplement treadmill with D&D 3.x and 4E, I generally find that long lists of fiddly options do more harm than good, at least for my games. That said, a solid regional sourcebook with set-piece encounters and new adversaries different enough from those in the core books (which are really light on beasts) could be appealing. The equipment I can take or leave, though starships might be an exception to that (gives me something other than another bounty hunter in a Firespray to throw at the party), and then there's the fact that this line has the best art of any RPG I can think of (IMO, of course, and it's got some stiff competition with TOR!). I might pick this one up eventually (we'll see what my tax refund looks like first, lol).
  15. So any grievances you have with the Explorer should be much more severe against the Scholar, right? While I didn't emphasize Knowledge skills with my Fringer, I did recognize that they were an easy niche to fill with the Explorer. The difference between Scholar and Explorer being the Explorer gets piloting, astrogation, the business-like social skills (Negotiation, Streetwise), more "physical" skills, and strain management whereas the Scholar gets advantages when dealing with institutes of learning, some flexible jack-of-all-trades abilities (Well Rounded, Intense Focus), and a wider array of social skills, as well as an obviously greater potential in the Knowledge skills. Ultimately, if a GM is making a certain group of skills useless that's the GM's fault. I like to give Knowledge skills more player-driven narrative punch when I'm GMing, letting "know-it-all" PCs contribute to the narrative in ways that other PCs might not be able to manage without a Destiny Point. Regarding Astrogation, again my experience differs from yours. Sure if the GM has a railroaded plan that requires the PCs to get to a certain place, an Astrogation check probably just muddies the waters and complicates things. But in a more open-ended, "where can we find stuff to smuggle and worlds to offload our cargo onto" outer rim sandbox, Astrogation is a huge deal. That was my Fringer's primary niche, and Astrogation was important about every other session or so (excluding the "knowledge" component of Astrogation checks, which I also made great use of). Ultimately any niche is going to be undervalued if the GM doesn't allow it to shine. Heck, I'm playing a Pathfinder game right now, and my Bard with an emphasis in social skills and mind-affecting spells like Suggestion and Charm Person/Monster rarely gets to shine. Despite the fact that "face" is an established niche that most gamers find critical, it rarely comes into play.
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