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ShiKage

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  1. I believe the general point of EotE is that you have some large outstanding debt to pay off (thus meaning you yourself have less money to spend on things) and/or some reason you can't easily just setup shop and home somewhere (such as a bounty on your head or some enemy looking to make your life difficult), and that Adventuring is the way you either pull favors to the right people to get some of your debt paid off, forgiven or reduce how badly said enemy dislikes you, reduce the bounty so fewer guns are likely to come after you, etc... now, based off your statement here though, if you were able to sit in your workshop creating items and selling them to make your money, why on earth would you go out risking your neck adventuring? That aside, since it may not be what you are arguing in favor of, the point of adventuring for many EotE characters isn't to make themselves rich but to deal with whatever form of obligation they have against them. That's not to say characters need to be kept poor as dirt either but it also isn't necessarily a choice of this makes me more money than being a salaryman.. there are bigger concerns, like the hutt you owe a large amount of money to or the loan taken out for the ship you're flying, etc.. etc.. etc...
  2. Thanks. I am considering making a character with a focus on crafting so things like this could be particularly useful or at least interesting.
  3. Craftable item. Could you be a little more detailed? I'd like to actually read the rules on how these work and what they offer... as I said.. a book and the section within it I should take a look at would be helpful.
  4. I am curious.. which book and section do the rules for the Specialist Tool(s) come from? I don't recall them off the top of my head and would like to read a bit more about them myself.
  5. A couple other things I would suggest are: 1) Don't be concerned about keeping players on script. One might say "this way madness lies" meaning basically, if you are going to try and keep your players on the rails that are the expected path of the module you are just going to drive yourself mad. Instead, read the module a few times and become familiar with it and what the key encounters are. Then, just find a way to work those encounters in regardless of what route they may choose to take to reach it. It's more work but you will find the experience more rewarding for yourself and your players. 2) I would also recommend, while reading the module, don't be afraid to bend and tweak things a bit (or even a lot). Makes notes about the NPCs and especially the interactions they have with the PCs.. Go back to these notes when reading and don't be afraid to pull an NPC from one of the other modules to replace one in the new one you are running. Or change locations to put them somewhere familiar but with a similar feel and theme to it. Recurring NPCs and finding ways to tie the adventures together into a larger story or revisiting familiar places will help the players feel more invested. Better still, if you can swap out NPCs for people from their backgrounds (just rename said NPCs really if they fit) or somehow give them connections to the players that takes it a step further even.
  6. This is an important thing (in my opinion) for both GMs and players. I have seen games bogged down with players and GMs 'discussing' a rule. It's not that they are out right arguing or that the player is refusing to take the ruling but they each have different points of view on it and start discussing it rather than actually going with a ruling, agreeing to look into it more deeply later and carrying on with the game. I personally tend to just take the ruling, I may ask if they are sure present how I think it works and if the GM says they think otherwise I carry on with their decision because I would rather play than be too concerned about rules, even if it means I fail when I shouldn't have. Then I will research it, present my supporting documentation and how I would rule it to the GM outside of the game.
  7. btw, this gets preached a lot in the forum. But where in raw comes this from? Raw seems to be very much like "spend xp" and done deal. There are for sure huge advantages of having mentors or holocrons avaible to train your abilities, but outside of this? I am really interested to hear about it, as I just got FaD and clearly have no time to read it fully any time soon. I mean sure, fully fledged jedi is like spending 600 xp or so, so it is some sort of quest on its own still, but you seem to go fine if you learn as you go. RAW doesn't spell it out but if you look at how things are structured it is kind of just how things work out. Buying the Move power lets you do some things but you are by no means proficient. To become proficient you will need some of the upgrades to it, progress your talent tree to gain at least a second force die, you will probably be picking up some skills as well. All of these things require XP which is a limited resource and so it will take the course of several adventures to manage to reach a point approaching proficient. I don't think Whafrog was suggesting that progressing their force powers is driven by the campaign, though their efforts to build or acquire a lightsaber may be the focus of some of the adventures or at least a part of them. But more that becoming a proficient force user is something that occurs over the course of a campaign, you don't just decide your character is going to take the Jedi template and they start off being a capable Jedi, it's something a character will have to work at.
  8. I would say the obvious answer to the question as posted is a resounding, No. I even would go so far as to say that most people who play this game do not play through posts. However, for some individuals there may not be alternatives readily available. This may be the case for you as well. However, as Kaosoe has already pointed out, you could try Roll20 for finding a game. You could also see if any of you FLGS would let you run the game there and post up a small sign asking for interested players to contact you. Perhaps there's none in your area currently because no one stepped up to take on the daunting task of GM, in which case you could be the one to change that. Similar to Roll20, Fantasy Grounds software has a ruleset for Edge of Empire (and by extension the other FFG Star Wars RPGs) and if you own or purchase this software you may be able to find players through their forums.
  9. Well that's basically just a Mentor NPC right? I mean if we're just going with the spirit of Ahsoka, as she's portrayed in Rebels, she's the Obi-Wan of their group. The elder Jedi, with plot hooks and sage advice, who is mostly off screen while the main characters do their thing. Seems like the rules already have a place for spiritual Ahsoka's. Just make her the Mentor, poof, done. The article covers a number of roles and scenarios from a powerful NPC that can act as a mentor down to a standard PC. Ahsoka has served many roles through her time in the Star Wars media so far. I am looking forward to the upcoming novel to find out about one of the big gaps in her story personally.
  10. Aren't 'holocrons' an EU thing? Were they ever in the movies? I assumed they were just a device to teach new EU Jedi because there technically wasn't any living ones. As someone who dislikes cheesy 'Force ghosts' I'm personally inclined to make them into crystals or something, rather than technology, where the old Jedi masters place their consciousness to guide (i.e control and manipulate!) future generations of the Order. When I redesigned the factions for our game, this made our Jedi a bit like Yevon in Final Fantasy, or many tribal societies in mythology, being essentially 'enlightened rule by the ancestors'... I don't recall if they came up in The Clone Wars but they did have on in Star Wars Rebels, which is considered part of the Canon as well. So, Holocrons are definitely a part of Canon.
  11. I am with what seems to be the majority of people here.. I don't feel strain should reset simply because it is the end of the session but at a time when the characters have a reasonable opportunity to rest and recuperate. Now, I think for most groups, it also is the tendency to end sessions at similar quiet moments which means it can be reasonable for their strain to reset for the next session, though I would also think that getting some sleep is a reasonable requirement and would likely do this myself. However, it doesn't make sense to reset strain if, because of time constraints, a session ended in the middle of a fight or other situation where the players could not rest and recover. This would be similar to recovering all HP in the same situation. If the group is in a prolonged battle with the major villain of the story arc and it's suddenly time for Jimmy to go home because he needs to get some sleep before the big test tomorrow it would not make sense to come back the next week and suddenly the challenging, prolonged fight isn't even a threat anymore because they PCs have recovered their wounds and strain. If you then even it out by setting the enemies back to their full health and strain, well.. you might as well not have started the fight in the previous session because you've effectively just reset the entire thing.
  12. I hate to be 'that guy' but seriously, does no one use the search field? This question comes up on a near weekly basis. Perhaps someone should make a nice, well written and formatted post then ask the moderators to sticky it or something. FFG has said from the beginning the games are intended to focus on each of the three iconic aspects of Star Wars for fans and can each be played separately but are built to work together as one complete Star Wars galaxy as well. Each subsequent book offers a little more insight on how you can bring the three systems together primarily in regards to balancing things like the Morality, Obligation, Duty systems and rewarding players.
  13. Right. And this changes what? Strap a backpack on a space slug and he can carry 4 points more without being encumbered. Slap a backpack on an ant and so can he. If anything, the semantics make backpacks even sillier. A naked character with no other gear at all, unable to carry a similarly naked, gearless character could slip on a backpack and whisk him off to safety without breaking a sweat. It works in the case of carrying C3PO but I wouldn't want my character folded in half with her head on backwards! I'm not advocating a rules change. The rules are written for a narrow range of possible character sizes even if they encompass everything from jawa to hutts and they work just fine. I am sure this would be an area that a gm's common sense would be called into play if a player's didn't already stop them from thinking that strapping a backpack on a space slug was ever a good idea. Absolutely, common sense should definitely be applied. My statement was more in regards to the comments that it seemed strange that a backpack can carry only X amount of Y object.. that isn't the case. The backpack doesn't have an identified capacity or size. But I definitely advocate applying common sense.. like you mentioned.. strapping on a backpack wont let you carry your buddy to safety easier.. but it also wont be limited to 4 grenades.
  14. I would say that these could certainly be used without any force users in the party and work reasonably well. Some may take a little reworking, especially the beginner game where at least one part is focused on the characters using their force powers as an opportunity to teach how to use them in a game. And yes, many of the rewards and hooks are focused on force users but that doesn't mean you can't substitute your own hooks.. and while a holocron has little purpose to an average bounty hunter directly... there are lots of people out there that will pay to get ahold of one. Such as hut bosses, collectors, etc..
  15. I think the silly part is really that, without injecting common sense, the above is true whether the backpack is sized to be worn by Yoda or sized for a rancor. I like those stowing rules people mentioned. I'll mention it to my GM. My game is a solo game. I mean one gm and one player. Is that solo or two players? Anyway, it means I end up carrying more stuff tham when I had other pc's to be my beasts of burden. Actually, the backpack itself is not listed with any specific size limit to what can go into it. What it does is increase your character's encumberance limit by 4. That does not mean it can only fit encumberance 4 worth of items in it but that over all you can carry that much more. Potentially, many of your items could be inside that backpack. In the case of grenades for example... all of your grenades could be in there you can just now carry 4 more than you could before without penalty due to encumberance. Overall, I would say that either 1) The encumberance bonus does not stack. So you can wear more but you still only get a net bonus of +4. Or 2) Once you put on a second backpack you've kind of destoryed the whole well balanced and positioned to be easier to carry and thus normal encumberance applies. Certainly, you carried two backpacks on you as a kid but I suspect that distribution infact made balancing harder than with just one not easier.
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