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About Ghostofman

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  1. Though the rules are slightly different from the GM Kit. Which one to use will depend on what you're doing an how the differences will affect that.
  2. Well remember it's a narrative-heavy tabletop system, not an open-world MMO. So a hard system of that nature would have to be developed at length to ensure it didn't get out of hand. And even then there's be whining that it was "underpowered" in the same people fuss that the crafting system doesn't have a hard encoded method to make better stuff than you can buy off the shelf every time.
  3. You can explain that with a "Poe rolled a Despair" while trying to take off. Same goes for Ezra and his A-wing vs. the Tuskens. It's not the most crunchtastic solution, but it's a solution. Just be wiling to have it roll both ways "The Inquisitor rolled a Despair while trying to escape."
  4. I use roll20 extensively. What exactly is the problem you're having? I know to get Vehicles to work right can be a little tricky.
  5. Deag is right about ranges though, in space range banding is stupid huge. So that distance is probably medium-short. Though realistically speaking as far as actually running a game toaster is on the money. Deathstars are narrative features more that functional vehicles.
  6. Check the Errata, defenses and how they stack is fully explained there, with updates.
  7. Some, but not all. Eventually, it'll always break down. And that's my point. If you want a solid crunchy world that always obeys the rules, Star Wars isn't it.
  8. First off, I was agreeing that that's kinda a dumb solution that doesn't make sense. All the others you can apply some logic to, be it the narrative dice system or the crunch. In a few cases it's a stretch, but still doable. But that one... no idea. Maybe it was an explosive arrow with stats that we haven't seen? Maybe there's some cut content explaining it in more detail? That movie does practically require you read a reference book to totally get it, so there's possibilities, even if they are all kinda lame. Honestly though, if that's the core of your gripe, then it's not the system, it's all systems that will ever attempt to be Star Wars. The movies and TV shows weren't and aren't set up to follow any hard rules system (and don't get me started on the novels, comics, and video games). You'll always find a problem somewhere that won't add up, can't work, or is beyond the scope of the rules (unless your rules are so long and convoluted as to factor in every possible occurrence making the system likely unplayable.) And then you'll end up with the old "good for the goose good for the gander" problem. Establish a hard mechanic that allows a bow and arrow to knock down a starfighter, and sooner or later the big gorram heroes (the players) go down like punks because of a bad die roll when a well thrown dirt clod comes through the YT-1300's windshield and kills them all. And all that because minor character did something goofy in a movie. The most simple example being spacecraft movement. The Falcon is often identified as being very fast, both in hyperspace and at sublight. This is repeated in several films, even being a noted point in RoS. But then watch the movies. ANH: The Falcon is seen with 2 Star Destroyers outrunning it. ESB: The Falcon is shown literally flying circles around 3 Star Destroyers. ESB later: The Falcon is shown unable to escape a Star Destroyer. ESB Even Later: The Falcon can't outrun standard TIEs. RotJ: The Falcon is shown outrunning a TIE Interceptor. RoS: The Falcon is called out as being the only craft fast enough to rescue Finn. ... Turning all that nonsense into a single, logical, and easy to understand rules system is a tall order, and probably impossible.
  9. Probably more like a LRB, though he may have been referring to after he and BB-8 departed, when they just finished it off. In some cases you can work it out. If those explosives were something like Thermal Detonators, certainly possibly with a good crit result. In some cases it's more of a stretch. Lightbows have enough damage and Pierce that a hot roll could allows a Crit... apply Crits Kill minions to vehicles they operate and you're good. In some cases you have to apply narrative solutions. Well they disabled it as a result of POE rolling a Despair, and blowing it up was kinda a moot point after that as it's not like Poe or BB-8 were going to fly anywhere in it afterward. Tuskens killing Ezra's A-wing with their whatever rifles on Tatooine would have a similar answer. But some cases... ??? She's an NPC and it was just a flashy description that didn't impact the story in any meaningful way?
  10. If you read, the book says the GM CAN apply that +50, not must, so it's only an option and up the the GM. I limit it to "big stuff." Warheads, turbolasers, ect. That allows me to manage it's effects to only situations where things are probably already high enough stakes that a PC death would be acceptable.
  11. Swap out the ions for lasers. I would run the numbers on that. Vulture droids only pack damage 5 blaster cannons. So with HT 12, Armor 3, and 1 success that's 5 hits to KO you... Depending on the opposition and format, that's sufficient staying power.
  12. - Your Agridroids are breaking down? You know, J-999 Wardroid main processors are interchangeable with Type-5 Agridroid processors, heck, the 5's will actually run better as the 999's processors are both faster and self-sealed. Of course all J-999 wardroid components have been restricted ever since that incident on Hydra-Sequintus. What? Sarne? Psssht… nah that's... umm... totally not him..... totally… not... umm....
  13. In both these things I think you also need to define the difference between THE Razorcrest, and A Razorcrest. In the case or RPGs is important to define what a player can buy on the lot vs. what a player can turn that into. The Razorcrest can have heavy lasers and be unregistered. A Razorcrest can have medium lasers and room to grow.
  14. Indeed. It was removed for AoR so that threw me Looking at FaD they defined conditions, so that's good to know. So in the case of the pistol grip, using it on a carbine actually might be a good deal for a Ranged:Light person, as you can already shoot it at Short one-handed and it's max range is already Med, so adding the pistol grip just allows you to switch to Light for the skill, and always add a Setback when firing it one handed (even at Short rage), which in many cases won't be required unless doing some silly dual build or attempting to totally replace your pistol. But for a ranged light person looking for extra punch in those situations where combat is expected... not bad.
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