Jump to content

Ghostofman

Members
  • Content Count

    5,624
  • Joined

  • Last visited

Everything posted by Ghostofman

  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.
  15. Nope! Though not because of the cumbersome thing (well that too, but that's not the reason I note.) The grip works on blaster carbines, blaster rifles, or slugthrowers. A disruptor is none of those things. If the grip were meant to work on disruptors, it would either be on the list or the grip would work with all "rifle sized weapons" or something. Stuff that's self cancelling pretty much does that. Typically items that don't cancel can stack, even if they occupy the same space on the weapon. So like you can mount a telescopic and multioptic scope on the same weapon for a telescopic multioptic sight. Yes, because the ability to use a carbine one-handed is a narrative feature, not a hard mechanic. Confusion about that is likely why that is dropped from their description in other cores.
  16. Military belt pouch found in Dangerous Covenants. Holds 2 Enc 0 items and allows them to be drawn as an incidental. Perfect for Stimpacks.
  17. Well done! The bobtail cargo master is actually pretty neat looking!
  18. This I can get behind a bit. Visualization can help things a lot, so using an oversized hex or grid to visualize a major space battle can really help keep things in order. I say oversized because I see something like the Battle of Scarif being only about a 3x3 workspace with the entire rebel fleet able to fit into a single cell with room to spare.
  19. Yeah pretty much. The HP is just a representation of how much additional stuff a hilt can support. So that can be a big honking HP3 crystal, or a tiny HP1 crystal and some other hilt attachments. Probably pretty rarely. Unless the workshop lost power, or was under attack, or what have you, you wouldn't have much reason to have setbacks (also those probably aren't the time to do a big 12 hour crafting project anyway as you probably have more pressing issues to deal with.) That Talent applies to ALL Mechanics checks the character makes though, not just crafting. So it would apply to repairing an item (crafted, bought, or salvaged), or getting a speeder running, or any number of other things, and that's where you're more likely to find Setbacks.
  20. No, it's just that this is a rather old question and the answer is basically: The system doesn't really work like that, and while you can try, it will break down at some point as the ranges are meant to be pretty abstract.
  21. EotE core covers docking clamps, which would support both these things if you so desired. Many also believe the Ghost had the Retrofit Hanger option to handle the Phantoms, which is an also valid point of view on that. As for a weapons pod, I'm not 100% clear on how that would be significantly different from just adding on more weapons conventionally.
  22. Mines and the deployment system are in No Disintegrations. While nothing is called a "seismic charge" they otherwise do roughly the same thing.
  23. Entertainment news site did publish articles about how JJ had an outline, or writeup or something saying more or less what direction thought things should go (which Johnson had no requirement to follow) and that Johnson did something different (which isn't uncommon in Movie Sequels directed by different people). Mark Hamil said in an interview that the ending of TFA didn't match the beginning of TLJ and he made a call to Abrams, who confirmed the changes had been made to TFA ending to ensure they matched. That does line up pretty well. Now if you want to believe them or not... I've agreed with that from the beginning. What I've read says he didn't, nor do I really feel there's a serious issue there. After all sequels by different people often don't follow what the original director "would have done." Super common and a bit of a "so what?" in my book. I never said they did contradict each other. Plenty of sequels out there by different people that don't contradict the preceding film. Even RoS doesn't really contradict anything in TLJ, though it doesn't always do a good job of covering those points on screen. In some cases yes, in others no. But that's not really where I was going with that anyway. I'm more pointing out that the existing fan operations these days get stupid about mysteries and "plot holes." Every scene picked apart, every line overanalyzed, and stuff that really doesn't have to matter gets obsessed over. Fans look for mysteries where the writers never intended any to exist, and scrap together theories, when I kinda get the feeling it would be like trying to explain the specifics of Oz or Wonderland... In some cases it is indeed bad writing though. BSG essentially admitting they had no idea what the heck they were doing plotline to plotline being the best example. Exactly! Any GM knows that a campaign outline is often just that, an outline. Stuff changes. Have a different GM come in and cover 1/3 of the campaign, and that goes double.
  24. The existence of the outline was reported, and honestly that's not much of a stretch considering everyone knew they were making three movies and an outline doesn't require a lot of work. What was in that outline we'll likely never know, or not for another 30+ years when it's all ancient history and they decide the documentary about it will make the monies. I don't think comparing an intentional trilogy to 00's television is fair though. In a trilogy you know going in you've got 6-9 hours to say everything you're going to say. 00 era tv you had 20ish hours per season to fill, getting 4-5 seasons was the real goal due to how syndication works, and you almost never knew which season was the last one. So it makes sense to leave certain mysteries unsolved and work it out later, as that's a reason for fans to demand another season, but no sense spending energy resolving it until you have the budget. Lost admittedly took it to extremes, and iirc they had to mess with the writers strike to boot. With Lost (and star wars for that matter) I also think a lot of fans were looking for mysteries and explanations that were never really intended to be addressed anyway...
×
×
  • Create New...