-
Content Count
422 -
Joined
-
Last visited
Posts posted by Rikoshi
-
-
I ant to see some stats for stationary weapons. Not vehicles per se, but artillery guns, anti-armor laser weapons. Give Gunnery skills some credit outside of vehicles.
And more and different attachments. I want to have some different stuff.
We already have the Heavy Repeating Blaster and Missile Tube, so it does get some use outside of vehicles. I do agree that a few more would be nice.
Gunnery also applies to mines, for what it's worth.
-
I hope someone up high sees this post and considers it. I beg for stats for the DarkTrooper. Phase 0, Phase 1, Phase 2, and Phase 3 as well as the Purge Trooper. I can homebrew, but I have a thing for official stats. These would be AMAZING for Age of Rebellion (Though Purge Trooper could understandably be held until the FaD). Dark Forces was my very first step into Star Wars EU and I have been in love with the concept from that point on.
The Age of Rebellion Beta at least has basic Dark Trooper stats. They're Nemesis-level adversaries and are quite nasty.
Gigerstreak reacted to this -
Page 129: Load-bearing gear
This item has twice the cost of a backpack (per Table 5-8), yet the Encumbrance reduction (-3) is less than the backpack's (-4). Wondering if maybe the load-bearing gear should have some other perk to justify the increased cost?
My thinking was that the justification is that it allows you to increase encumbrance even further than just wearing a backpack (since wearing two backpacks at once seems silly-to-impossible).
It's more of a piece of specialized gear than the more ubiquitous backpack, hence the higher price, but for the survivalist or trooper who needs to bring along a whole ton of equipment, having both the pack and the load-bearing gear is worth the cost.
-
Though on the cover of enter the unkown a chiss looks to be on it. No mention of an additional race is present in the dialogue.
Likely, that's because the marketing department wants to limit how much they say about the book's content this far out, so that they can generate more marketing buzz by dropping new info closer to release.
Donovan Morningfire reacted to this -
I really don't see that playing a group of Imperials requires specific 'rules' in the book to be called out. More than anything, it requires a mature group of players and a deft GM, not an extra chapter in a rulebook.
Also, I think the Chiss role in the Rebellion Era is very much a niche thing, so while we might see it in a supplement, I doubt we'll see them in the main book.
-
That's super cool! Thanks for sharing!
-
Sounds entirely reasonable to do it. They're focusing with all of their concentration at the expense of everything else. The people inside of a ship would certainly experience strain in the heat of combat, even if the ships themselves are the armour and weapons.
Exactly. Stressing yourself out every time it came time to take the shot would wear on someone, so the added strain each time makes complete sense.
-
exactly...
i'd be surprised if the AOR beta didn't have them...
It actually doesn't. So I guess homebrew it is (until maybe the final AOR has them?).
-
The biggest problem with ascribing hard game mechanics to military rank is that it'd be way too hard to standardize against different play styles for different play groups.
There are all sorts of things, such as the timing of sessions and how much of a time frame they cover, to how much time passes between sessions, not to mention the actual roleplaying that can't exactly be rules-codified.
I like the Alliance Contribution table, myself, which--to paraphrase the words of Captain Barbossa--is more like guidelines.
-
I guess I don't have this problem. I think the EotE font is elegant and easy on the eyes, myself.
-
Regarding the "Squad Leader" specialization:
A "squad" is a type of infantry formation. When I saw this specialization in the book, I first thought of the leader of a ground team, but looking over the skills and talent tree, this is clearly talking about leading a group of pilots.
I'd seriously suggest renaming this to "Squadron Leader" for both clarity and accuracy's sake, as "squadron" is the proper term for a group of aircraft.
-
How do mines actually work? They're listed as using the Gunnery skill, but how do they take effect in-game? There's no explanation in-book that I've seen.
Given the way 'map distance' is abstract in this system, how do you rule if and when a target triggers a mine? Is Gunnery rolled as an attack roll at the time of the explosion, even if the 'attacker' isn't present, or is it rolled at the time of placement?
Is there some sort of difficulty involving how mines are spotted before potentially being set off?
-
Depends on what movies you treat as canon.
I did notice that Saga Edition was very much into somehow accommodating the whole breadth of "power levels" in the prequels and EU (which could be hilariously, stupendously out of sync with one another -- it almost reminds me of Marvel & DC Comics) whereas the FFG SWRPG is focused on the Original Trilogy.One wonders, for example, whether F&D will account for The Force Unleashed or pretend that it never happened... I'm perfectly comfortable with the latter.

For what it's worth, Star Wars media typically treats all of Star Wars canon as canon to at least some degree.
As for whether that'll change with Disney and Episode VII, well, that's up in the air.
-
-
I figure we'll probably see the book available on the web store either by the end of this week or sometime next week.
I do agree that it's odd that the book's not for sale already, but given what I've heard about FFG not being all that great at operating an online store, I'm not that surprised. Admittedly, I'd probably be less blase if I didn't already have my copy, so I can understand the frustration folks are having.
As someone who's had work published through non-super-mainstream press on a few occasions, I can say that it is not unusual at all for online ordering to not be available until a few days after the company has gotten back from their big, giant trade show.
-
Having a product released at a trade show first and then made available to the general public afterward is fairly standard industry practice. Not just for this industry, either.
It's only a few more days, folks. Just relax.
MILLANDSON reacted to this -
Ace is the career, Pilot is one of the three specs (with Driver and Gunner being the other two.) I'm guessing Driver is going to be a repeat in the Explorer supplement, too. These repeat specs basically just mean that there are more options for getting these specializations for cheaper. So both an Ace AND an Explorer can get Driver for career cost. Both Spy AND Technician can get Slicer, etc.
I think that's a solid design choice, too. +1 for FFG.
-
Ahhh so the main target gets hit for say 17 then the people around get hit for 6. I'm fine with that. I thought everyone got hit for 6.
Yeah, Blast doesn't change how the weapon itself works, it functions as a special option that's triggered for 2 Advantage on a roll, in addition to the hit itself.
-
So, in short:
Paizo fanboy trashes system he's clearly never played in order to make himself feel better on the Internet.
-
Jeyderu, you are off to a good start, but I see a few flaws around. Not all talents should be weighed equally. Enduring (the droid talent) is rare, and never found below the 20 EXP threshold. Thus, it should be given more weight than the more common ones that you might find on other races. You also forget that droids can't be mind tricked, they don't need to eat, breathe, drink, or sleep. Those are all REALLY major things, and all of that together more than makes up for the discrepancy in EXP.
I also think that people undervalue the droid ability to have equipment built-in. The ability to never worry about forgetting a key piece of equipment, or being able to sneak internal systems past guards, can be huge if the GM is doing his job and including the proper narrative feel (i.e., not letting people walk down the street on a civilized world with a heavy blaster rifle on their back).
-
I think read somewhere it was going to come with a few new species.
What you read was probably fan speculation. No official FFG material has definitively indicated whether new species will be included.
-
so I guess nobody uses the spread barrel lol. 6 damage is rather pathetic.
It's pathetic if you apply min-max logic, sure.
"Why do okay damage versus an entire group of targets when you could do a lot of damage to just one target?"
-
I mean, mathematically speaking, that's obvious...but I never thought about using a d20 for a crit/obligation table
Or, for that matter, why is the fundamental unit of XP in this game 5 instead of just 1?
This is an issue that bugs me everywhere and all the time -- did math teachers abruptly curtail teaching Greatest Common Factors?
I think it's because, for most people, thinking in chunks of five makes the perception of cost and value easier to see than doing it more incrementally.
I'm sure there's a psychological explanation for it, but the progression and of 5-10-15-20 feels 'neater' and more, like, number-friendly (?) than just straight up 1-2-3-4.
-

Balance vs. Invigorate
in Game Mechanics
Posted
Yeah, as-written, Invigorate does just sound like a straight-up "not as good" version of Balance. And not even just mildly inferior; noticeably worse, given the frequency of Dark Side points on those dice.
Now, if it were a risk/reward choice between taking more Strain in order to recover Wounds, then it would be worth it, and I don't think it'd be unbalanced.