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Rikoshi

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Everything posted by Rikoshi

  1. Sounds good to me. I never liked that, in Saga, you need a special talent to be able to do this, and I think the Edge rules for improvised weapons cover it nicely.
  2. I wouldn't call it 'broken' exactly. It's going to take a lot of XP to get to that point, and while you'd be really good at that one thing, you wouldn't be much good at all at anything else.
  3. The debs have clarified that there are things in the book intended for "forward compatibility." In the core rules, there's nothing about how to add cortosis to a weapon, but you at least have rules for how it works in case someone finds something, for instance.
  4. Sure, that works for me. Think of Episode I and how often you see Qui-Gon and Obi-Wan cut down two or three battle droid minions with ease. (Also, don't conflate "one attack roll" with "one swing of the lightsaber" or "one shot of a blaster".)
  5. According to an interview with the devs, this is intentional. Since there isn't a hard numerical cap like there is with hard points, the escalating difficulty (and eventual failure) serves at that cap. The idea is that players are then encouraged to think about how to customize their own weapons, resulting in more uniqueness and not just a "here's a shopping list of mods for everyone who owns a blaster rifle."
  6. I think (think) that the conceit is meant to represent the fact that a wooden crate doesn't do more to protect you than the metal plates already sewn into your armor (as an example). By contrast, if you are wearing full body armor and a shot goes right through splintered wood, it might still get stopped by the ablative plating you're wearing.
  7. Maybe it's because it's 1am and all, but this made me break down giggling like an idiot.
  8. While I think there's some logic to that, I think allowing those items to heal both wounds and strain kind of breaks the 'economy' of the game insofar as Strain being a resource. Wounds are a lot harder to heal, and take a lot longer. Strain already recovers at the end of each encounter, and recovers very quickly with rest--which is because PCs are supposed to use it a fair bit to add to their potential ability to act. I think that having stimpacks heal Strain as well really diminishes how important Strain even is--it's going to make recovering from it effectively a non-issue, which in turn also means that Advantage is rarely going to spent on recovering it, either, changing the dynamic of encounters a fair bit.
  9. You can stay in cover until you move, or until something happens to remove that cover (such as the enemy rolling Advantage, or you rolling Threat). It's worth point out that this is Defense against ranged attacks; if someone with a Vibroax engages with you and takes a swing, you don't get the benefit of the cover. Also, it's been confirmed by the devs that Defense from armor and Defense from cover do not stack. So, if you've got armored clothing, you'll need to find improved cover that grants two setback dice to get any real benefit.
  10. Yeah, exactly. I think $75 for dice just so that you don't need to reroll the Challenge Dice on the off-chance you suddenly have five of them in a pool is overkill. I second the notion that picking up the Beginner Game box set (barely more expensive than the dice alone on Amazon) plus a single dice pack gives you enough to work with, plus you get some neat maps and tokens, to boot.
  11. That's been my read on the rules, too. This is what makes Doctors so valuable to have around, with their talents that add healing to things like long-term care (not to mention the first aid itself).
  12. I'm with you; rolling a Triumph on Scathing Tirade probably shouldn't allow a character to disarm a BBEG. What I might have done, instead, is allow the next person to attack the Inquisitor to upgrade their check once, increasing the chance that they could disarm him, to represent the Inquisitor being so taken aback.
  13. Looks like you've wound up with a misprint. I went and checked my own copy and found no such duplication of pages.
  14. Browsing Wikipedia is a good way to find worlds that might have the right feel. A few that come to mind for me, though, are Naboo, Chandrila, and Brentaal.
  15. Rolls where Triumph and Despair happen simultaneously are often the most entertaining in the entire game. As was said above, Triumph never results in something bad for the PCs; the GM can't force you to hit an ally and then have you crit him (it would hardly be a 'Triumph' in that case). There have been some great suggestions up above as to how to mix effects from the same roll, but the general idea is that you get something good, something bad, and not something bad, something worse.
  16. Huh, it is there as well. Sigh, so much duplication of text in this rulebook. I bet the total amount of duplicated text is a mere fragment of a percent. Besides, I'd prefer important rules being called out more than once than having them buried in one specific, hard-to-find spot.
  17. In the Talent Tree block descriptions, Point Blank is described as working at close range and engaged. "Close range" is for starship combat; the talent's description in the Talents chapter correctly lists "Short range." The Heightened Awareness talent also lists "close range" instead of "short range," though the description in the Talents chapter is likewise erroneous.
  18. This seems to be designer intent, as well. In The Long Arm of Hutt, the mere act of Lowhhrick finding out that Trex was dealing in Wookiee pelts is enough to make him suffer 2 Strain, straight up.
  19. When it's a skilled character, you basically form the pool based on the highest Characteristic and the highest skill ranks. So, for instance, if someone has Intellect 3 and 2 ranks in Medicine, and someone else has Intellect 2 an 3 ranks in Medicine, you've got 3 and 3, so the pool would be YYY. In your example above, since they both have Intellect 4, and one character has two Ranks, there's no numerical upgrade to be had; in this case, you add a Boost Die, which it sounds like you've been doing.
  20. Honest question: where are you finding encumbrance values for a crate of blaster rifles? The only references I can find to encumbrance for cargo crates are the spice containers and in the initial description of encumbrance on page 152.
  21. Hey man, that's not Marlon Brando! It's Orson Welles! Still, you totally deserved it.
  22. Integrating the starting gear for the droid is a non-issue. He buys macrobinoculars, he can roleplay them as attached to his head. Everyone knows he has them, no issue. Its when he gets weapons plus a 4,000 credit bonus and all the stuff that comes with it. When you can simply and easily give him the built in flavor without a free 4,000 credit attachment, why not? I'm all for flavor and narrative but starting gear should still be balanced to a certain extent. Well, when I think about droids with built-in weaponry, I think of this: ...where, okay, yeah, you've got a blaster built into your arm, but it's obvious that it's there. It's not the same as a cybernetic weapon that has the benefits of being concealed. In this case, would the droid benefit from not needing to use a maneuver to 'draw' his weapon? Sure. Are there massive setting penalties for being an always-armed attack droid? Also sure. I don't see this as unbalanced. For a droid to have the benefits of a concealed weapon, I'd charge them the cost of the cybernetic weapon upgrade; the droid sidebar says nothing about the built-in upgrades giving you carte blanche to surpass major rules concerns.
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