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Kaiser fon Riesen

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  1. Kaiser fon Riesen


    Questions: In Realms of Terrinoth for Genesys, are "Encouraging Song" and "Dissonance" talents considered spells? If using Verse, does the PC have to spend 2 strain like other spells, and would the harsher threat/Despair results apply? For a character using a willow instrument, could they gain the extra advantage, or is that only for Augment, Curse, Heal, Dispel and Utility? Also, is "Second Wind" meant to have been left out of Realms of Terrinoth for balance reasons? Answers: Neither of those are spells, so you don’t need to spend strain to use them, don’t get benefits from implement materials, etc. Second Wind isn’t in the talents list, but that shouldn’t stop your group from adding it in if everyone is cool with it! Hope these help and thanks for playing, Tim Huckelbery
  2. To me it just seems out of place, since the other two have mechanical benefits and in the Order 66 podcast Sam Stewart mentioned that the holocron was given some cool mechanical abilities so that it would be roughly on par with giving the party a ship. Unfortunately he barely mentioned the Mentor option in the interview. It's not that I personally care if it has mechanical benefits - my GM just ignored the starting ship thing for EotE and we only got one later narratively (we're employed by the owner, who was then later arrested... it's complicated); it's just that most of the time FFG is pretty good about balancing options when you have a choice - this part didn't seem balanced.
  3. I'm not quite understanding why anyone would choose to have a Mentor instead of a Holocron or Ship. The others are controlled/useable by the PC's, but the Mentor doesn't seem to have any mechanical benefits at all. Should this option be removed, or should there be more tangible mechanical benefits (like he gives the party an allowance of credits or bonus XP each session)? Or is it just for parties that like a bigger challenge? (And sorry if this is a repeat topic - but I don't see anything similar in the Mechanics section)
  4. That does seem more necromantic then a description of healing, but in game terms what might be the difference? I suppose you could say the Sith couldn't heal Wounds like the Jedi, but could actually bring people back from actual death. This wouldn't be healing of the living, but raising of the dead so-to-speak. This could be an interesting lost art of the Sith to reveal. A secret discovery of the Jedi was the ghost form after death. A secret power of the Sith could be a twisted version where a person could be ressurected into some sort of ichy "undead" Sith liche. After a quick googling it looks like the EU has beat me to it with the "Korriban Zombie" and "Sith Undead". Not sure if you caught it, but check out the Mastery upgrade for Heal/Harm. The Harm version is basically necromancy, killing someone to bring back a character who previously died in the encounter. 10 Conflict for both the Force User and the Healed person plus whatever other conflict you gain from killing others. Narratively there's a lot one could do with that...
  5. Mercy is "not giving someone the punishment they deserve" - avoiding "an eye for an eye". This can bring about appreciation in one's enemies, or reduce tensions/end cycles of violence. So to me, the idea I see in FFG's strength-weakness pairings is that the PC's strength is the same as their weakness, just warped, taken too far or misplaced. So when a PC is so "merciful" that she doesn't hold anyone to account for their actions, it becomes apathy; meanwhile she may think she's still just being Merciful. It's forgetting victims and not helping resolve root problems. Take a look at all the strength/weakness pairs and you'll see what I mean.
  6. Well, I'd say if you're trying to roleplay Merciful/Apathy, one way of showing it is defending your evil fellow pc's when they are confronted by others with their evil deeds. Or helping them rationalize, while at the same time mildly trying to convince them there is a better way? An enabler??
  7. And it's useful to remember that some Force Talents will not work against certain Force-resistant species, and ysalamiri create those anti-Force bubbles. Toss in some cortosis equipment and a slugthrower and there are ways of putting Force Users in their place if they start getting uppity. I think that any imbalances can be corrected by a savvy GM; or in other words I only see imbalances created by GM's who let it get that way, because the system seems well-thought-out and well-integrated so far. Of course, my group hasn't had a chance to put F&D on the table yet, I've just read through the beta a few times. Bad summer vacations...
  8. It definitely needs some clarification. I could see arguments for either forcing a player to do be stationary and do this narratively only (maybe while in hyperspace or sleeping?); or simply saying that a part of your Force talent is occupied but it's a subliminal activity that allows one to do other things at the same time, a bit like breathing or digesting food. Perhaps in future supplements they'll have other Force powers that require committing a Force Die for days on end, and then you'll have to choose how many die to commit for each power...? My current party has a bacta tank in our ship, and I guess it can be a pain to take turns in there after a big battle.
  9. Maybe the bigger issue is that with this system Darth Vader couldn't have redeemed himself in one big act of self-sacrifice? I guess I'd like to somehow see intentional selflessness rewarded. I don't mind Morality as written, but I think there could be room for improvement. *And sure, maybe my GM needs to step it up
  10. I prefer it as written... makes a lot of thematic sense, and this RPG is not really designed for Min-Maxers anyway. Also in the order66 podcast, GMPhil mentioned it might only be active when using that form... so if you learn multiple forms, perhaps the setback happens only if the last lightsaber check used Presence instead of another form that uses Brawn/whatever. Wouldn't be too hard to implement, and if you had a higher Presence you might want to use the Duelist form anyway.
  11. I understand why they want to add randomness to the calculation ("don't want PC's to game the system"), but I wonder if there are other ways to introduce randomness without, as LukeZZ says, simply rewarding a PC for not doing evil things. I wonder if, instead of rolling a d10, that one could roll a difficulty die for every couple of conflict points, perhaps add challenge dice for very evil actions (so 12 conflict would be something like 1 purple + 2 red). But then also add ability & proficiency dice for slightly good and heroic actions done in the game, and the Morality could increase or decrease based on the resulting pool. Treat the advantage/threat as success/failures, and a triumph or despair as +/- 2-3. It would reduce the current problem where if two PC's don't do anything horribly evil, one that jumps in the way of a blaster bolt to protect an innocent could get a significantly lower Morality boost than the second who may just watch the bad guy shoot (since that's only a couple of conflict) and roll high at the end of the session. Do you all think that tracking both evil and good actions to be too much? The other consideration is that the path to the dark side is not "evil actions", but actions that result from fear/anger/hatred... I wonder if there is a way to increase/decrease Morality based on the motivating emotions of the PC's... though perhaps that's what the dice are interpreting for us (maybe the PC was not acting out of fear or hatred, even though it appeared to be, or when she stopped the bad guy it was actually anger that drove her).
  12. Any leads on Mac-compatible generators/character sheets that would include all 3 Core books?
  13. Anyone working on a sheet for a combined Obligation/Duty/Morality character? Edit: Nevermind - http://community.fantasyflightgames.com/index.php?/topic/113905-complete-character-sheet/ Guess I should read more first, sorry!
  14. I think Morality is also a great way to track reputation, and can have great narrative effects. With Obligation it was called out: high Obligation, you find it easier to interact with the criminal element but can't buy stuff legitimately; with low Obligation officials will actually be willing to meet with you. High morality, people trust you more; low morality, maybe one's Coercion checks are easier since everyone knows you do bad things, and babies cry when they see you. The Order66 podcast had a great episode (18) about this a while back called "Yooouuuu might be a Darksider".
  15. I thought this also. It seems to me that it would fit better in the Star Wars philosophy to track both good and bad actions, when a player acts out of fear and anger they gain conflict, and when they are patient, calm, and honourably they gain Morality points. I'd prefer this balanced approach. I know this removes the "random" aspect of rolling the d10; maybe there'd still be a way to add that. But Vader didn't gain Morality back by taking a vacation and not doing evil, he redeemed himself by self-sacrifice. I don't understand why we want to soften the Morality hit for those who take the easy path of violence and theft. I'd rather make the choice hard for PC's by introducing easy Dark Side ways to resolve Obligations or Duty, or by providing a real conflict between what's right and what their Motivations are. Is that too much "tracking"??
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