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Posts posted by Rikoshi
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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.
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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.
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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.
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Exactly! It is totally absurd, and nearly impossible to do. I hate that. I prefer upgrading it, which still steepens the difficulty while adding dat Despair!
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."
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But like, if people do it that way, as a Bounty Hunter in heavy armor, people can shoot me when I'm in the open with the same exact difficulty as if I duck behind a crate. That makes literally no sense. Why should it be as easy to shoot me when I'm hiding behind a crate as when I'm in the open? There's a freaking crate there. Isn't that going to reduce the space I can get shot at, thus increasing my defense? Like, crates have rights too. Denying them the opportunity of helping us, regardless of armor, is the right thing to do. Who are we to say that crates can't take a bullet for a friend just because he's wearing heavy armor?
Certainly not I.
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.
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I'm trying to make a new character for the EofTE system and I just really am at a loss for what to do here.
Based on his previous history growing up and how he was raised as a child, I think it makes the most sense to go with a Marauder as his base specialization, but I think long term his true calling is probably that of a doctor. Is there room in the new system for a Vegan Doctor of his race? Would it be absurdly out of line to explore his force sensitive side later on the campaign? Like if he were to stumble across the rare writing perhaps in a cantina where a Sith had left graffiti on the table or something?
I'm attaching my character sheet below to try to get feedback.
Thanks.


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I allow stimpacks to heal both wounds and strain. I think of a Stimpacks serum as a combination of a healing agent (for wounds) and a shot of addrenaline (for strain) all rolled into one shot.For droid repairs, i do the same with the logic that all emergency repair patches are pre-coated in a oil bath so that it iis slightly pleasing to the droids CPU when applied. This allows the droid to heal the same level of strain as wound levels when applied.
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.
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So I take cover, spend strain to take aim, then I shoot. Next round I am already in cover, so I just use my maneuver to aim and then shoot. I can keep doing this or does the table or crate or whatever I am taking cover behind get destroyed?
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).
2. Cover gives your attackers Setback dice as Defense depending upon the quality of the cover, usually one die. This cover remains in play until an attacker spends threat to eliminate your cover. You can keep shooting to your heart's delight behind cover. You do not have to spend a maneuver every round to keep regaining cover.
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.
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You can also just reroll an extra die or two. It's not like a board game where you are physically limited by number of dice you have to play with.
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.
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I read it that you can only attempt one medicine check if they took wounds during the combat (based on where it is placed in the rulebook) and the color text. You get to stitch the wound once and only once.
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).
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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.
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Nope, it's not my imagination. Pages 353-363 are printed twice in the corebook, the firs time, they're printed precisely where they're supposed to be numerically and the second time they're reprinted in the Law and Society section after page 368.
This ain't a tough mistake to spot, most of those pages are planetary profiles and they're black, so a cursory examination of the edge of the book would see something was wrong.
Looks like you've wound up with a misprint. I went and checked my own copy and found no such duplication of pages.
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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.
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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.
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EDIT: Never mind, page 93, just found out!
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.
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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.
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Anything that you, the GM, feel can stress them...throw down 1 or 2 strain.
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.
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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.
GroggyGolem reacted to this -
EC with starships seems pretty broken in general. As your pointing out, it's NOT supposed to only address weight, but also space. This doesn't excuse a YT-1300 only being able to carry one crate of blaster rifles.
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.
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Thank you all for the kudos. First time I have earned a Brando Clap! <<snoopy dance>>
Hey man, that's not Marlon Brando! It's Orson Welles!
Still, you totally deserved it.

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Yeah, my feeling on this is that having integrated equipment is just another perk of being a droid.Hands-free comlink? Armor that you don't need to worry about donning? Photoreceptors that function as macrobinoculars? All fair game.
Really, EotE is a game about narrative, not about minutiae. I don't see how it breaks the game to have a character who has eyes that can scan the far distance, or who can make use of a 100 credit hand scanner by virtue of just using its innate droid scanners. It's flavor. It makes sense.
An installed heavy repeating blaster? Well, at that point, logic dictates that it's going to be a fairly obvious upgrade if your droid is packing internal killbot upgrades.
Let common sense rule the day.
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.

Melee attacks with guns
in Star Wars: Edge of the Empire RPG
Posted
Which is pretty realistic, if you ask me.