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The Grand Falloon got a reaction from Magnus Grendel in Some concerning gossip
Oh, you sonufagun. There are so many ways that could be amazing.
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The Grand Falloon got a reaction from Myrion in Some concerning gossip
That's fair. I only really played 3e. I read all the other core books to get a general idea, and 4e definitely seemed the most solid. When it became clear 5e would be massively different, I remember a lot of complaining that 4e was pretty much perfect and that they should just work with that.
As for myself, I realized that I was never going to be on board with the d10 R+K system, and I enjoyed the game much more after a quick and dirty conversion to Savage Worlds. Never got the magic system quite worked out they way I wanted, but them's the breaks.
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The Grand Falloon reacted to AtoMaki in Some concerning gossip
That's quite an overstatement in my opinion. The combat system needed an overhaul. The School balance was subpar. Mass Battles were poorly implemented. Better technique integration was desperately needed. The Skill list (and the Skill system in general) could bear a revision. The Raises mechanic needed a major improvement. Some of the roleplaying mechanics (Advantages/Disadvantages, Honor) were clunky. There was a lot to improve on 4e.
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The Grand Falloon got a reaction from KerenRhys in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from MirumotoOrashu in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from Hida Jitenno in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from Yurasagi in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from UnitOmega in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from BearJuden113 in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from Tonbo Karasu in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from DSalazar in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon reacted to Sturn in Pierce Tweek
Fair enough, but which weapon do you think should do better causing damage against that guy in the reinforced armor? A military pick (a weapon with Pierce 2 that historically was designed to penetrate armor) or simply bashing him with a large shield? I'm not talking about battering him around, that's already covered by the shield's Knockdown ability. I'm speaking of Wounds. Pierce 2 Military Pick or slapping the reinforced armor guy with a Large Shield. I want to say the pick. That's what it is designed for. But, Genesys/Terrinoth says the Large Shield is just as effective against the reinforced armor. Both are +1 damage, pick has Pierce 2, but that's negated by Reinforced. They will both cause the same Wounds on the same roll.
There are other issues like that when you look real close at the weapon tables and qualities. I've been going through tables of weapons for my own campaign trying to get as many new weapons into it as possible while trying to keep them historically realistic. Thus, now that I've looked too closely, I'm trying to make some adjustments for myself regarding a few things that make me cringe.
I think I'm going to go with Pierce only negating actual armor soak. It doesn't seem to break anything and it works for me better then RAW's any-soak.
Thanks for battering this around for me folks!
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The Grand Falloon got a reaction from Tramp Graphics in The One Ring
Okay, I really didn't mean to go on such a long rant, because that wasn't actually the point. The real trouble is that The One Ring is difficult to tinker with, and with such a prominent problem, it wasn't something I was willing to deal with. Backing up that issue was the attitude of the folks on the Cubicle 7 forums. It was basically, "you're wrong, this isn't a problem." I ran into the same thing constantly with AEG's version of L5R.
If a game can't handle tinkering, I don't want it. I'm not a big fan of D&D 5e, but I enjoy banging away at the engine, because it can handle it. Star Wars and Genesys are pretty solid as written, but the community is supportive when people want to tweak things. Usually. Seven years of "What if I used X-Wing Miniatures rules for space combat in the RPG?!" elicits a lot of groans at this point, but folks are still civil about it and have good advice to offer.
I've come up with a lot of bonehead ideas, and I'm usually met with, "I think you're going down the wrong path, but if you wanna try it you might do this and this..." Then a few days later I come back with my pants ripped, my elbows skinned, covered in mud, saying, "Yeah, you were right. That was the wrong path."
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The Grand Falloon got a reaction from BrickSteelhead in The One Ring
Okay, I really didn't mean to go on such a long rant, because that wasn't actually the point. The real trouble is that The One Ring is difficult to tinker with, and with such a prominent problem, it wasn't something I was willing to deal with. Backing up that issue was the attitude of the folks on the Cubicle 7 forums. It was basically, "you're wrong, this isn't a problem." I ran into the same thing constantly with AEG's version of L5R.
If a game can't handle tinkering, I don't want it. I'm not a big fan of D&D 5e, but I enjoy banging away at the engine, because it can handle it. Star Wars and Genesys are pretty solid as written, but the community is supportive when people want to tweak things. Usually. Seven years of "What if I used X-Wing Miniatures rules for space combat in the RPG?!" elicits a lot of groans at this point, but folks are still civil about it and have good advice to offer.
I've come up with a lot of bonehead ideas, and I'm usually met with, "I think you're going down the wrong path, but if you wanna try it you might do this and this..." Then a few days later I come back with my pants ripped, my elbows skinned, covered in mud, saying, "Yeah, you were right. That was the wrong path."
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The Grand Falloon got a reaction from Daeglan in The One Ring
Okay, I really didn't mean to go on such a long rant, because that wasn't actually the point. The real trouble is that The One Ring is difficult to tinker with, and with such a prominent problem, it wasn't something I was willing to deal with. Backing up that issue was the attitude of the folks on the Cubicle 7 forums. It was basically, "you're wrong, this isn't a problem." I ran into the same thing constantly with AEG's version of L5R.
If a game can't handle tinkering, I don't want it. I'm not a big fan of D&D 5e, but I enjoy banging away at the engine, because it can handle it. Star Wars and Genesys are pretty solid as written, but the community is supportive when people want to tweak things. Usually. Seven years of "What if I used X-Wing Miniatures rules for space combat in the RPG?!" elicits a lot of groans at this point, but folks are still civil about it and have good advice to offer.
I've come up with a lot of bonehead ideas, and I'm usually met with, "I think you're going down the wrong path, but if you wanna try it you might do this and this..." Then a few days later I come back with my pants ripped, my elbows skinned, covered in mud, saying, "Yeah, you were right. That was the wrong path."
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The Grand Falloon reacted to Donovan Morningfire in Parry on Improved Parry
Pretty much this. Having had the opportunity to speak with the guys that designed the system, in addition to remarks made regarding Genesys and talents in that line of products, the intent was very much that names of things like talents and specializations shouldn't be viewed as a straightjacket, but instead as a convenient handle for something so that everyone at the table knows what's being talked about.
Shame they didn't quite do the same for the Force power Control upgrades though.
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The Grand Falloon reacted to Donovan Morningfire in Parry on Improved Parry
Sorry to break it to you, but the FFG writers who create those talents disagree with your assessment, and they probably know the rules better than any of the yokels that post on these forums.
During the F&D Beta, Sam Stewart and another chap whose name escapes me posted on twitter about an exchange in their game where a sequence of defender using Parry then Improved Parry of an attack, and the attacker responding with Parry to the hit, even citing that Improved Parry was triggered twice, and it wound up being something like five activations of Parry from both attacker and defender in that one exchange. I'm presuming these were some fairly high XP builds done as a sort of in-house "stress test" of the new talents, as generating that many threats/despairs on a single check is pretty unlikely on the lower end of the XP spectrum.
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The Grand Falloon reacted to SSB_Shadow in Compare/Contrast Saga Edition and FFG Star Wars
What I don't like about FFG is how messy everything is. At higher levels you will have so many talents you'd forgotten what you got. You basically have to print out the talent trees and the players have character forms rather than character sheets. Weapon qualities are confusing, the Destiny point ebb-and-flow doesn't work, the duty and morality are underwhelming, etc. Plus everyone are squishy. You get one or two shot before you're down but in combat unless you min-max: then you become ridiculous strong.
I prefer Saga edition. I just never could feel the love to GM the FFG games.
Space combat rules sucks for both systems, though.
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The Grand Falloon reacted to ErikModi in Compare/Contrast Saga Edition and FFG Star Wars
That. . . depends greatly.
Legends authors got into the really bad habit of taking Vader's "The ability to destroy a planet is insignificant next to the power of the Force" entirely too literally, and came up with wacky, insane, super-duper crazy uses of the Force to make it an all-solving hammer for whatever corner they wrote the characters into. In particular, I remember the Mon Calamaria healer in the Jedi Academy trilogy curing Mon Mothma's poisoning by literally pulling the poison out of her body with the Force a molecule at a time. Also, I think it was Jaina in The Crystal Star creating light in her darkened cell by using the Force to rub air molecules together to the point where they glowed (never mind that I'm pretty sure that's not how friction and gasses work, when you have a preteen Jedi literally casting Light like a D&D wizard, you have a problem). And let's not even discuss the Force Storms in Dark Empire (or anything about Dark Empire, really).
Come the Hand of Thrawn novels, Timothy Zahn had a problem. The other writers had made Luke, and by extension other Jedi, physical gods to the point where nothing could challenge them. He couldn't straight-up retcon this level of Force use and say it's not possible, since it was part of the canon he was writing in. So instead he decided to examine what the Force is, what it means, and what such unbearably over-the-top uses of it do to someone. He posited that using the Force as an all-solving hammer is dramatically, comically missing the point of what the Force is. Sure, you can tear a Star Destroyer in half with the proper use of telekinesis, but by using the Force so blatantly, so actively, you drown out its more subtle nudgings and urgings, the little pushes and flashes of insight it gives you, which are in their own way just as or more valuable. On the more mundane note, deciding that the answer to every problem is "Use the Force" means devaluing it and not looking for solutions to problems that don't involve the Force. You become overreliant on it, and can't solve problems without it. And a non-Force powered solution might be a better one, but you don't stop to think about that.
If the Prequels did nothing else, it struck a heavy blow to the idea that all Jedi are superpowered physical gods. We see plenty of them die to ordinary folks, even spindly, useless little battle droids. Yes, Jedi can do amazing things, but not all Jedi are created equal, not all of them are equally good at everything, and everyone had vulnerabilities and blind spots. The Jedi characters we follow in the film are practically invincible not because they're Jedi, but because they're the characters we're following in the film. Han Solo has the exact same power of survival that Yoda, Obi-Wan, and Anakin do. . . Plot Armor. Jedi are not, and arguably have never been presented as, superpowered gods untouchable by mere mortals.
In the context of a role-playing game, this becomes even more important. You don't want one character type to be demonstrably better than another, so all players can play the characters they want and contribute to the group's overall success. And Star Wars RPGs have struggled with that constantly. Even back in d6, as amazing as Force powers could be, the experience investiture was steep and the multitasking rules absolutely punishing, making Jedi a bit underpowered compared to non-Jedi. . . until they really hit their stride. Come the d20 games, and. . . well, it changed so much it's hard to say for sure, but overall, Jedi were fairly well-balanced compared to others. Saga did it almost perfectly. . . save for the horrible multiattack rules. . . and really drove home that heroic characters are powerful because they're heroic characters, not because of sensitivity to the Force or lack of same. The Force Power Suite, in particular, was an ingenious method to both eat a Jedi's character build resources and limit their powers compared to non-Force characters without being too limiting or feel like you're being punished for playing a Jedi. You spent a feat to add a selection of Force Powers to your Force Power Suite, and could use those powers once per encounter. When the encounter was over, all your used Force Powers came back into your Suite (and there were a few ways to put Force Powers back in the Suite during an encounter). It helped the character decide for themselves if they wanted to focus on "Force Wizardry" or more straighforward lightsaberage, or do a little of both. And while the Jedi was burning feats on Force Powers, the non-Jedi were burning feats on things to make them more capable in their chosen roles.
FFG also does a really good balance job, though it kind of annoys me personally. With every Force Power requiring XP to purchase, and to purchase additions for it, it becomes very difficult to have a Jedi that has access to a broad range of Force powers, usually only specializing in one or two, and maybe picking up some utility with a few more. And by the time the Jedi has done that, other characters have a talent tree filled out and a Signature Ability maxxed and probably picked up another spec or two, so it all evens out. But the true beauty of the FFG system is its flexibility with the narrative dice. If you want a more gritty, realistic tone like the OT, narrate the characters actions and Advantages and Threats in line with that. If you want to replicate the trailer movies for Star Wars: The Old Republic, narrate their actions in line with that faster-paced, more epic style. If you want to go full-out Force Unleashed, go for it. The rules don't have to change at all (maybe for Force Unleashed), but it's all in how you narrate it.
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The Grand Falloon reacted to themensch in Player feels like a passenger
I don't see how having a backstory is going to change her play style - she's still going to be reactive, just to things that are part of her story. Could offering her different routes to solve problems give her the agency she seeks? To be honest, unless she's directly guiding the narrative, then she's always going to be reactive and that's more often the case at the tables I've sat at - GM presents a scenario, players react. Rarely does the GM just open the curtains and say, "okay what do you want to do?" without dangling some hooks in front of the players.
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The Grand Falloon got a reaction from jhh3 in RPG with other star wars FFG games.
I'm going to offer the same suggestion I always do:
Do NOT try to mesh the games together, but DO link them.
What I mean is, if you want to incorporate Armada, that's fine. But you need to have that be a separate game of Armada, inviting people who already know how to play. Let's say you're playing the RPG with Karen, Chad, Kyle and Rando, and they have their small rebel fleet in orbit over their hidden moon base. At the end of a session, the Imperial Moff arrives with his star destroyer and support ships. End that session on that cliffhanger, and tell the group that you would like to play out most of the battle in Armada, separate from the RPG session.
Fortunately, Karen and Rando are both Armada players, so a couple days later, the three of you get together to play a pretty standard game, though you could have restrictions on points and objectives and such. Have a commander card to represent each PC (you can probably just use one from the standard game, rather than making your own). Play the battle out, but not to a complete climax. I haven't played Armada, but I understand the game ends after so many victory points, not after the complete eradication of the enemy fleet. The results of the Armada game will inform the next RPG session.
If the Imps win, the next session probably starts with the PCs in a lot of trouble, either trying to evacuate a ship before it explodes, or trying to jump to hyperspace in a badly damaged ship.
If Karen and Rando win, the PCs start off in a better position. Maybe they'll be able to board the enemy star destroyer and capture the Moff, or something like that.
Basically, imagine an Armada session happened just moments before the opening of Revenge of the Sith, and the RPG Session opens with the Jedi PCs having a couple rounds of space combat, then boarding the enemy capital ship.
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The Grand Falloon got a reaction from Evil Aardvark in Kingdom on Netflix, have y'all seen this?
Spoilers ahead, I guess. Nothing you wouldn't learn by the end of episode 1.
I thought I was done with zombies, but put them in Korea in the 1500's (I'm guessing?), add political plots and really amazing hats, and I am all over it!
For real, the setup is basically a Shadowlands plot. The king of the Joseon dynasty in Korea falls ill with smallpox. He has an adult son, though I didn't catch if he was from the king's deceased wife or a royal consort. In any case, she's dead, and the king now has a pretty young wife (of the conniving Cho family! Boo, hiss!), heavy with child.
Apparently, if the king dies before the child is born, the crown prince will become the king. If he dies after the child is born, that child will be the king, with the queen as regent. The crown prince will be right out of the line of succession, and probably killed by the Cho, just to be sure.
Sure enough, the king dies before the child is born (before the show even starts, actually), but the dastardly Cho have a plan. Using the resurrection plant, the king is brought back to life as a flesh-craving monster!
Chaos, of course, ensues.
This show is much more zombie-apocalypse than I would go for, but that basic scenario just begs to be played out on a smaller scale.
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The Grand Falloon got a reaction from whafrog in RPG with other star wars FFG games.
I'm going to offer the same suggestion I always do:
Do NOT try to mesh the games together, but DO link them.
What I mean is, if you want to incorporate Armada, that's fine. But you need to have that be a separate game of Armada, inviting people who already know how to play. Let's say you're playing the RPG with Karen, Chad, Kyle and Rando, and they have their small rebel fleet in orbit over their hidden moon base. At the end of a session, the Imperial Moff arrives with his star destroyer and support ships. End that session on that cliffhanger, and tell the group that you would like to play out most of the battle in Armada, separate from the RPG session.
Fortunately, Karen and Rando are both Armada players, so a couple days later, the three of you get together to play a pretty standard game, though you could have restrictions on points and objectives and such. Have a commander card to represent each PC (you can probably just use one from the standard game, rather than making your own). Play the battle out, but not to a complete climax. I haven't played Armada, but I understand the game ends after so many victory points, not after the complete eradication of the enemy fleet. The results of the Armada game will inform the next RPG session.
If the Imps win, the next session probably starts with the PCs in a lot of trouble, either trying to evacuate a ship before it explodes, or trying to jump to hyperspace in a badly damaged ship.
If Karen and Rando win, the PCs start off in a better position. Maybe they'll be able to board the enemy star destroyer and capture the Moff, or something like that.
Basically, imagine an Armada session happened just moments before the opening of Revenge of the Sith, and the RPG Session opens with the Jedi PCs having a couple rounds of space combat, then boarding the enemy capital ship.
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The Grand Falloon got a reaction from P-47 Thunderbolt in RPG with other star wars FFG games.
I'm going to offer the same suggestion I always do:
Do NOT try to mesh the games together, but DO link them.
What I mean is, if you want to incorporate Armada, that's fine. But you need to have that be a separate game of Armada, inviting people who already know how to play. Let's say you're playing the RPG with Karen, Chad, Kyle and Rando, and they have their small rebel fleet in orbit over their hidden moon base. At the end of a session, the Imperial Moff arrives with his star destroyer and support ships. End that session on that cliffhanger, and tell the group that you would like to play out most of the battle in Armada, separate from the RPG session.
Fortunately, Karen and Rando are both Armada players, so a couple days later, the three of you get together to play a pretty standard game, though you could have restrictions on points and objectives and such. Have a commander card to represent each PC (you can probably just use one from the standard game, rather than making your own). Play the battle out, but not to a complete climax. I haven't played Armada, but I understand the game ends after so many victory points, not after the complete eradication of the enemy fleet. The results of the Armada game will inform the next RPG session.
If the Imps win, the next session probably starts with the PCs in a lot of trouble, either trying to evacuate a ship before it explodes, or trying to jump to hyperspace in a badly damaged ship.
If Karen and Rando win, the PCs start off in a better position. Maybe they'll be able to board the enemy star destroyer and capture the Moff, or something like that.
Basically, imagine an Armada session happened just moments before the opening of Revenge of the Sith, and the RPG Session opens with the Jedi PCs having a couple rounds of space combat, then boarding the enemy capital ship.
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The Grand Falloon got a reaction from Nytwyng in RPG with other star wars FFG games.
I'm going to offer the same suggestion I always do:
Do NOT try to mesh the games together, but DO link them.
What I mean is, if you want to incorporate Armada, that's fine. But you need to have that be a separate game of Armada, inviting people who already know how to play. Let's say you're playing the RPG with Karen, Chad, Kyle and Rando, and they have their small rebel fleet in orbit over their hidden moon base. At the end of a session, the Imperial Moff arrives with his star destroyer and support ships. End that session on that cliffhanger, and tell the group that you would like to play out most of the battle in Armada, separate from the RPG session.
Fortunately, Karen and Rando are both Armada players, so a couple days later, the three of you get together to play a pretty standard game, though you could have restrictions on points and objectives and such. Have a commander card to represent each PC (you can probably just use one from the standard game, rather than making your own). Play the battle out, but not to a complete climax. I haven't played Armada, but I understand the game ends after so many victory points, not after the complete eradication of the enemy fleet. The results of the Armada game will inform the next RPG session.
If the Imps win, the next session probably starts with the PCs in a lot of trouble, either trying to evacuate a ship before it explodes, or trying to jump to hyperspace in a badly damaged ship.
If Karen and Rando win, the PCs start off in a better position. Maybe they'll be able to board the enemy star destroyer and capture the Moff, or something like that.
Basically, imagine an Armada session happened just moments before the opening of Revenge of the Sith, and the RPG Session opens with the Jedi PCs having a couple rounds of space combat, then boarding the enemy capital ship.
