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Rikoshi

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Posts posted by Rikoshi


  1. Your best bet in my opinion is to use Rakghouls:

     

    http://starwars.wikia.com/wiki/Rakghoul

     

    You have the added benefit of the fact that their bites are like zombie bites, they transform those they bite or scratch. There are also the evolved Nekghouls, could quite easily have one of them leading the others, as traditional rakghouls are non-sentient. That and you can have a few survivors, and your players will never know who is infected til its too late ;)

     

    Beat me to the punch. Totally seconding the rakghoul idea.


  2. So you can be a Force Sensitive - Gadgeteer Bounty Hunter?

     

    Absolutely! Which could be a neat concept, if you think about it.

     

     

    As to getting fewer skills you get a Force Rating instead. And the Insight talent gives you Perception and Discipline as career skills. Were I a player and given the option of having this specialisation instead of a career specialisation at the start I wouldn't think twice...

     

     

    Well, except you're not getting those skills for free the way you would with other specializations; also, you need to pay just for the option of getting them on your list. I'd consider it a suboptimal choice.


  3. You have to spend 2 maneuvers to move out of engaged with an opponent.

     

    1 to disengage

    1 to move to short range

     

    so they can't do as you described p202-203 in the core rulebook under Move

     

    Actually, 202-203 says pretty explicitly that one maneuver changes range from "engaged" to "short."

     

    Which, if you think about it, makes sense; if the character disengages, what other range band could they be in aside from short?


  4. Does this mean that I only apply the bonus to one hit ever throughout the course of the game, or once per combat, or something else?

     

    Certain abilities (the Linked and Auto-Fire qualities, as well as two-weapon fighting) allow you to get multiple hits with a single attack roll; Deadly Accuracy's caveat just means that you only apply it to one of those hits, in this case.


  5.  

    Have you seen how slowly characters heal on their own without a trained healer to tend to their wounds? Very, very slowly.

     

    Look at how 41-VEX from the Beginner Game is kitted out; a focused Colonist/Doctor can work wonders for a party that gets into frequent scuffles.

    But can't you chew stim packs like candy and heal quickly that way? Unless I'm missing something... (probable...)

     

     

    Stimpacks get reduced in effectiveness each time you use them (starting at 5 wounds, then 4, then 3, etc.); after the fifth, they're useless until the following day.

     

    If you're going to be getting into frequent fights, someone with the Medicine skill and some healing-related talents will be a godsend (also, stimpacks cost money!; a skill check is free).


  6. Hello, my friends and I enjoyed the Beginner's Game but found healing in it to be rather subpar and unnecessary. The Core rulebook seems to me to continue this. Or are we missing something? It seems to me as though a character dedicated to healing would have only a minor effect on fights what with healing only able to restore a few wounds per fight, but I love healing so I hope I'm wrong.

     

    Have you seen how slowly characters heal on their own without a trained healer to tend to their wounds? Very, very slowly.

     

    Look at how 41-VEX from the Beginner Game is kitted out; a focused Colonist/Doctor can work wonders for a party that gets into frequent scuffles.


  7. Yeah I was wondering that Also. But... usually the next Stacking ones are like 5 or 6 in deep. All of these are like 9-10 deep. Kind of weird.

     

    The Slicer tree is definitely the "odd man out" in that regard, compared to the other talent trees.

     

    I'm guessing the reason for that is that, with other specializations, there are multiple 'flavors' you can have, whereas slicer is much more of a focused route. But that's just supposition on my part.


  8. I am building an NPC that should be a slicer, however, I'm not sure how to interpret the talent tree:

    The first row and second row both have the same 3 talents ( grit, technical aptitude and bypass security), so I don't need to pick up the 5xp version first? I could pay the more expensive 10xp version, then the 5xp one? For Grit and Bypass Security, I understand that you may want both levels, but Technical Ability, does it stack up to 50% less time?

     

    You don't NEED the 5xp version first if you don't purchase it (though since it's so cheap, you'll probably pick it up before you get the 10xp version, since there's a lot of tree-climbing to get there).

     

    And yes, the numbers do indeed stack for a combined total of 50%, as per page 145 of the core rulebook.


  9. Hmm, I went to look at my Beta book. We have yet to have made a slicer, and if the talent tree is like the one in the Beta book... yeah it is confusing. I do not have a "post-it tab" on that page either (which would indicate a rule change).

     

    It weirdly looks like you have to go down the left side to get anywhere else... Wonder if there is anything in the old beta forums.

     

    My impression of the Slicer talent tree is that the left-hand column contains all of the 'core' slicing abilities, with a smattering of good bonuses along the top for a mere 5xp a pop.

     

    I think the idea of it is that, to be a competent slicer, those first four talents on the far left form the "fundamentals" for what you need to do the job, and the rest comes later, cheaper, with practice.


  10. I've been trawling ebay for the 25mm West End Games/Grenadier lead minis I wanted but couldn't afford at the time.

     

    And if FFG does do a minis game, may the Great Maker save us from the curse of floppy prepainted plastic miniatures!

     

    Well, the X-Wing miniatures are pre-painted, but they're of very high quality and not at all floppy like the WotC starship minis could sometimes be. Hopefully any sort of character miniatures would be of a similar quality.


  11.  

    I will say that I am annoyed they couldn't give us one mega corerulebook. I feel they still could have done that.

     

     

    I dunno, given that the Edge book alone is nearly 500 pages and could stop a bullet, I'm not sure they could have made One Book to Rule Them All, so to speak.

     

    Besides, from a publishing perspective, one year between major book releases is not all that long. And given the high quality set by this first book, I'll gladly wait a while to have an epic set of super high-end Star Wars books instead of one kinda-okay one that was rushed out with more haste.


  12.  

    I'm confused...  You can use minis with this game?

     

    I mean, I guess you can use them with any game, but there had been so much talk about EotE from the story-only/anti-grid-tactics folks that I just kind of thought that this game was written in a way where there would be no functional, rules-based use for them.

     

    There's not a huge tactical part of the rules, no.  But people love maps.  And people love minis, even in "Theater of the mind" games.  Even the beginner game included tokens to use on maps to give visual references for distances and the like.

     

     

    Yeah, having played Edge in person and online several times, I can say that having maps and markers at least helps keep the 'theater of the mind' straight. Saying something like 'the Twi'lek thug runs to the back corner' works a lot better when you and your players can see which corner you mean and know where it is in reference to the minibar.


  13. On page 172, for the neuroparalytic poison:

     

    The entry states: "The poison Stuns the target for 3 Rounds if the target fails the check."  This phrasing, along with the capital letter, makes it sound like 'Stun' is a sort of status effect, but no such status exists elsewhere in the book.

     

    The poison doesn't have any listed damage, Wounds or Strain or otherwise, so how is 'Stun' meant to be interpreted here? Should it be 'Staggered'? 'Immobilized'? Something else?


  14. To back up Dono's point, if you look at how 41-VEX is built in the Beginner Game, he's definitely spec'd out to be good at what he's meant to be an expert in (and he's quite good at it!), but he definitely lags behind in other areas. And I think it makes sense--a medical droid shouldn't necessarily make a good backup brawler or stealth expert, certainly not right out of the box.


  15. Leechman said:

    It's not resentful, it's a fact of any mixed-party (Jedi and Non-Jedi) games that the focus inevitably gets drawn to the Jedi.  In fact, in many cases, encounter design involves catering for the Jedi first due to their powers and prowess.

    Precisely why avoiding mixed parties is a good idea.  Stack the group with all Jedi or No Jedi.  Everyone gets a fair go at the heroic moments and overriding story.

    I dunno, I've played in and run several Star Wars campaigns in multiple systems, and I'd maintain that, if you've got a table full of mature folks playing the game, it's easy enough to keep things from becoming "The Jedi Show."


  16. Yepesnopes said:

    It does not modify actions by adding boost or set back dice. -> Working in Zero-G is extremly difficult, astronauts train for years, and every single skill you know how to perform in presence of "normal" gravity has to be re-learned for Zero-G

    Encumbrance threshold does not change -> Really? That is pure laziness.

    On the other hand, Zero-G enviroments may not come that often as to be bothered by rules.

     

    I think, more to the point, the rules are designed to be quick, simple, and cinematic, not realistic.

    If there's a zero-G brawl in a Star Wars role-playing session, I want it to be awesome, not something resembling an ISS spacewalk (YMMV).

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