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Everything posted by Rikoshi
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New species announced for Enter the Unknown.
Rikoshi replied to Shamrock's topic in Star Wars: Edge of the Empire RPG
To be fair, the Duros as noted hyperspace scouts and explorers goes back a good 20 years to the old West End Games RPG. -
The trees are identical because they're for the same specialization. You can't buy into it more than once because the same specialization doesn't exist more than once; different careers just happen to have access to them.
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Well, remember that this is the Star Wars Roleplaying Game, not the Star Wars Military Spending Budget Simulator.
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1) If you want high-quality Star Wars gaming maps, look no further than www.mapsofmastery.com -- these are some of the best sci-fi gaming maps I've ever used. (They've got one-inch squares for d20 purposes, but there's no reason you can't use them for Edge.) 2) As Yoshiyahu said, Lucas doesn't allow PDFs of gaming material per their licensing contract. It sucks, but it's not FFG's fault.
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I'd absolutely allow the Assist maneuver to apply to combat checks. There's nothing in the rules against it. And flavor it up however you want. If it means adding some leading or covering fire, or just acting as a spotter, go with what makes sense for the situation. This game is much more about the narrative flair instead of the "the rules say you must X."
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Order 66 help (tattooine map)
Rikoshi replied to Shamrock's topic in Star Wars: Edge of the Empire RPG
Here you go: http://starwars.com/media/general/Tatooine_Map.pdf -
I think trying to map RPG conceits to movies as a means of making rules arguments isn't the way to go. The ruleset is designed to make for a fun, playable, balanced game; it's inspired by what we see on the screen, but it isn't meant to explain it on a 1:1 level. When the question becomes, "How do I handle Duty and Obligation when I have one AoR character, one EotE character, and two characters who straddle the line?" you've officially made things too complicated, IMHO. The GM needs to decide what the group theme is, and stick to that. After all, if one player makes a character who's a spice-running smuggler out to make a buck and keep his own neck safe, that doesn't mesh well with a group of three other people committed to being a Rebel saboteur squad--regardless of the Duty or Obligation mechanics.
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Bad Motivator - What are the limits?
Rikoshi replied to HappyDaze's topic in Star Wars: Edge of the Empire RPG
I'd say the limits are "within reason based on the situation." Which probably varies by group and GM. On Order 66, I think it was Andy Fischer who said that, in their office game, his character had an airspeeder's engine fail as it was careening toward him, so your starship example above seems to fit IMHO. -
Well, the Edge book says that the attachment (camouflage system) doesn't work so well on laminate and battle armor. It doesn't explicitly disallow it, which is weird, but it highly suggests not allowing it.
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Seems a fitting ability to me.
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For what it's worth, there's already a sort of in-universe homage to Indiana Jones named "Corellia Antilles" (aping off of the 'location + common last name' formula). Her real first name is even Henrietya, an obvious reference to Indy's name being Henry.
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The subtext of the question here seems to be, "The devs have said that cover and armor don't stack, but I kind of want them to anyway." It's your game. If you think it's better for the rules and more fun for you and your table if they do stack, then go ahead and let them stack. I promise that the FFG Fun Police aren't going to kick down your door mid-session and demand that you run it the other way.
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Yeah, the whole deal behind the Fringer is that you know how to do things and you know how to get there because you've "been there, done that." At least as far as the edges of society (and the galaxy) are concerned.
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No, they're an actual physical product.
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I'm pretty sure that the model for Edge of the Empire, Age of Rebellion, and Force and Destiny was specifically designed to map the progression from A New Hope to The Empire Strikes Back to Return of the Jedi.
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Don't forget that the Sense power can make you a lot harder to hit in combat. This can make a combat medic very effective.
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That's what I was thinking. I looked it up in the core rule book and it doesn't seem that poisons use any special skill. So I'm thinking if I wanted to use them in combat it would be governed by my ranged (Light) skill to hit and then my opponents would me a resilience check. All of the poisons in the book mention what sort of vector is required to get them to affect a target (inhaled, ingested, etc.). Just straight-up using Ranged (Light) might not make sense in some cases; it's not like you're just throwing the poison at someone and hoping to hit them. Maybe you could get darts or throwing knives and coat them with the poison, then use Ranged (Light) as the skill to hit with those (after which the opponent would need to roll Resilience, if the attack was successful). If you did, in fact, just poison someone's drink or food, then it would just be a matter of doing it without being seen, and upon being ingested, it'd be a Resilience check.
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The book does say that the map is heavily abstracted (it's in the top right corner of that same page). That being the case, I think it was a mistake to throw grid coordinates onto it, because they don't map up to things at all. Here are actual locations for the places in the adventure that DO match up to the map in the Core Rulebook: The Wheel: R-7 Cholganna: T-5 Raxus Prime: S-5 (The other planets are just meant to represent other planets in the same system as Cholganna and Raxus Prime, and appear to be new as of this book.) Hope that helps!
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And that's for people in the US. For those of us who'd like to be part of the testing process in other parts of the world, we'll have less time than that. Given that the original extension of the beta period was mentioned before this production delay hit, I wouldn't be surprised if we see another extension once FFG has a hard date for book availability. Clearly, they're in a situation where, for now, they can't speak definitively about things, but that'll hopefully be cleared up soon.
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Having had kidney stones before, passing a boost die sounds really painful. But no, in all seriousness, the advice above is pretty solid. The book (and GM screen) do a good job of calling out the difference between 1 and 2 Advantage when granting boost dice to checks, and Away's suggestion about applying to the "next X check" is a good one that I'd allow as a GM, too.
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Enforce the Encumbrance rules. Two suits of armor and several armloads of blaster pistols aren't that easy to lug around subtly.
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Roll for Initiative! Vigilance vs Cool? [Unfair?]
Rikoshi replied to Jaenus's topic in Star Wars: Edge of the Empire RPG
Also remember that your initiative roll does not effect you personally. It is to the benefit of the entire group, and those slots that come up based on your roll are going to be used by whatever PC benefits the most at the time. So, don't worry too much about being a god at both Cool and Vigilance (or whinging that you're not great at either); when it really comes down to it, if it makes sense for your character to be better prepared for a scene, there'll probably be an iniative slot open for you. -
"Expertise" would be a good word, but it's already a Motivation type, and so doubling up on that could get really confusing, is all.
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Ran the beginner box on Sunday...
Rikoshi replied to Jaenus's topic in Star Wars: Edge of the Empire RPG
This might be the best use of Advantage I've ever heard. -
I'd say this definitely makes sense for the purview of what sensors are meant to do.
