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Azrael Macool

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  1. Like
    Azrael Macool got a reaction from cvallinie in Group checks and Assisted Checks   
    Well, the thing about assistance with Stealth is, there are only certain situations you can even do it. According to the book, when Stealth is required, each player has to make their own roll; however, if you get additional successes beyond the one required to succeed, you can use those successes to assist another player with their Stealth roll. So basically, have the best Stealth player go first, and use his successes to assist the terrible ones. I'm pretty sure this is the only time that's mentioned, but I think it's fair to say that other skills where everyone has to succeed like Athletics, etc, could be done the same way.
  2. Like
    Azrael Macool got a reaction from Collinsas in Combining L5R and Pendragon   
    So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R.
    I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way
    So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  3. Like
    Azrael Macool got a reaction from Suzume Chikahisa in Combining L5R and Pendragon   
    So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R.
    I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way
    So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  4. Like
    Azrael Macool got a reaction from BitRunr in Combining L5R and Pendragon   
    So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R.
    I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way
    So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  5. Like
    Azrael Macool got a reaction from llamaman88 in Combining L5R and Pendragon   
    So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R.
    I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way
    So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  6. Like
    Azrael Macool got a reaction from Mirumoto Saito in Combining L5R and Pendragon   
    So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R.
    I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way
    So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  7. Like
    Azrael Macool got a reaction from jtstrick84 in Info from the GenCon demo   
    He's right; we know what the faces correspond to, they're printed on the card. Just roll a d6 if necessary.
  8. Like
    Azrael Macool got a reaction from KRKappel in Squad rule question   
    I like the squad rules a lot. I think they're very well done. I only have 1 house rule that I use (which depending on how you interpret the rules may in fact be the way it's intended to work anyway), and it's for healing after the battle:
     
    Basically, I consider the minions in the group to be 1 character for purposes of first aid, with a total WT equaling the total of all the minion's WT at the beginning of the combat, current Wounds being the total of all the minions left afterwards; so for a  minion group of 5 with WT of 5, who lost 3 minions during the encounter, they're considered to have 10/25. A single Medicine check is made, using the regular rules for determining difficulty (so under half WT = Average difficulty), healing a wound for each success AND advantage gained (let's say, 7 altogether). Since that would be enough to fully heal 1 guy, and partially heal another, 2 minions are back up on their feet after the battle; they were just knocked unconscious, or were to afraid to fight, or whatever. If they were to be a separate minion group again, the one guy would only have 2 out of 5 WT, but for squad purposes, it doesn't matter. The other minion, however, is dead, or at least permanently out of the fight, such as captured, in a coma, etc. For further encounters, the minions' WT is only considered 20, since obviously once losing the 1 minion they can't exactly recover him later (at least not through use of Medicine; if you ruled he ran away or was captured, he could theoretically be recovered through play). I've not done too many squad encounters, but since I've used this players are more willing to sacrifice their minions, gambling that they can be recovered later.
  9. Like
    Azrael Macool got a reaction from rogue_09 in Squad rule question   
    I like the squad rules a lot. I think they're very well done. I only have 1 house rule that I use (which depending on how you interpret the rules may in fact be the way it's intended to work anyway), and it's for healing after the battle:
     
    Basically, I consider the minions in the group to be 1 character for purposes of first aid, with a total WT equaling the total of all the minion's WT at the beginning of the combat, current Wounds being the total of all the minions left afterwards; so for a  minion group of 5 with WT of 5, who lost 3 minions during the encounter, they're considered to have 10/25. A single Medicine check is made, using the regular rules for determining difficulty (so under half WT = Average difficulty), healing a wound for each success AND advantage gained (let's say, 7 altogether). Since that would be enough to fully heal 1 guy, and partially heal another, 2 minions are back up on their feet after the battle; they were just knocked unconscious, or were to afraid to fight, or whatever. If they were to be a separate minion group again, the one guy would only have 2 out of 5 WT, but for squad purposes, it doesn't matter. The other minion, however, is dead, or at least permanently out of the fight, such as captured, in a coma, etc. For further encounters, the minions' WT is only considered 20, since obviously once losing the 1 minion they can't exactly recover him later (at least not through use of Medicine; if you ruled he ran away or was captured, he could theoretically be recovered through play). I've not done too many squad encounters, but since I've used this players are more willing to sacrifice their minions, gambling that they can be recovered later.
  10. Like
    Azrael Macool got a reaction from GM Fred in Squad rule question   
    I like the squad rules a lot. I think they're very well done. I only have 1 house rule that I use (which depending on how you interpret the rules may in fact be the way it's intended to work anyway), and it's for healing after the battle:
     
    Basically, I consider the minions in the group to be 1 character for purposes of first aid, with a total WT equaling the total of all the minion's WT at the beginning of the combat, current Wounds being the total of all the minions left afterwards; so for a  minion group of 5 with WT of 5, who lost 3 minions during the encounter, they're considered to have 10/25. A single Medicine check is made, using the regular rules for determining difficulty (so under half WT = Average difficulty), healing a wound for each success AND advantage gained (let's say, 7 altogether). Since that would be enough to fully heal 1 guy, and partially heal another, 2 minions are back up on their feet after the battle; they were just knocked unconscious, or were to afraid to fight, or whatever. If they were to be a separate minion group again, the one guy would only have 2 out of 5 WT, but for squad purposes, it doesn't matter. The other minion, however, is dead, or at least permanently out of the fight, such as captured, in a coma, etc. For further encounters, the minions' WT is only considered 20, since obviously once losing the 1 minion they can't exactly recover him later (at least not through use of Medicine; if you ruled he ran away or was captured, he could theoretically be recovered through play). I've not done too many squad encounters, but since I've used this players are more willing to sacrifice their minions, gambling that they can be recovered later.
  11. Like
    Azrael Macool got a reaction from rogue_09 in Using a saber from afar   
    Yeah, that's pretty much how I would handle it, though I would probably keep the force dice results from round-to round as they were maintaining it, so if they had to use Dark Side pips to activate in the first place, they would still be drawing Conflict from them each turn, though I wouldn't require any additional Destiny Point flips. I would also be inclined to give it an upgrade off the bat, and require that base difficulty cannot fall below 2 (because if so, if they were in Short range there would be little reason not to do this). I would probably use the two-weapon fighting rules instead of the autofire rules for attacking with multiple weapons, however.  Talents are allowed on a case-by-case basis as to whether they could apply, and I might throw in Setbacks for checks/Boosts for opponents, as appropriate.
    Also, I would probably be okay if they used the Hurl Control Upgrade with the attack, with these caveats:
    You must be able to spend the necessary pips
    It can only be done during the initial attack, not if you're maintaining it with committed Force dice
    All it can do is add an additional 5 damage
  12. Like
    Azrael Macool reacted to The Grand Falloon in The Cost of the Dark Side -   
    Yeah, I always figured Palpatine was hella ancient, and kept himself alive through weird sorcery.  Of course, I really don't accept the Prequels as an explanation for anything at all, ever.  I tell my players: The Prequels are basically the Star Wars version of Braveheart.  Most of the characters existed, there was a conflict, and everything else was a heaping pile of Mel Gibson's horse puckey.
  13. Like
    Azrael Macool got a reaction from Absol197 in The Cost of the Dark Side -   
    So, I may be completely misremembering, but I thought a novel or something had stated that the "force lightning deformed him" thing was a lie, and that really he just had a Sith Alchemical Mask that the lightning dissipated, and he didn't feel the need to bother with it anymore after that point. That's how I've played it, because I think Lightning making you look like an old man is rock stupid. Also, I swear, didn't they say or imply that Palpatine is several hundred years old? That's probably a better reason for him looking like he's, well... hundreds of years old in Jedi. 
     
    I do like the idea of the dark side ravaging your body, though, at least in theory. They don't all have to be something that makes you look ugly though, like maybe the dark side can give you hysterical muteness, giving you only 1 line in the movi- I mean, session, or it messes with your mind, convincing a beloved character actor to take on a role that he was far too good for. For example
  14. Like
    Azrael Macool got a reaction from The Grand Falloon in The Cost of the Dark Side -   
    So, I may be completely misremembering, but I thought a novel or something had stated that the "force lightning deformed him" thing was a lie, and that really he just had a Sith Alchemical Mask that the lightning dissipated, and he didn't feel the need to bother with it anymore after that point. That's how I've played it, because I think Lightning making you look like an old man is rock stupid. Also, I swear, didn't they say or imply that Palpatine is several hundred years old? That's probably a better reason for him looking like he's, well... hundreds of years old in Jedi. 
     
    I do like the idea of the dark side ravaging your body, though, at least in theory. They don't all have to be something that makes you look ugly though, like maybe the dark side can give you hysterical muteness, giving you only 1 line in the movi- I mean, session, or it messes with your mind, convincing a beloved character actor to take on a role that he was far too good for. For example
  15. Like
    Azrael Macool got a reaction from SFC Snuffy in Gambling and force powers   
    I would honestly still have him roll the force dice, if only to determine whether he had to use any Dark Side pips. I would also probably lower the amount of money for each difficulty rating, just because 1000 creds on roulette seems an awful lot, for an Easy roll anyways . I would also give a setback die for each additional time he uses it beyond the first, just to represent people starting to notice the funny actions he's doing like concentrating, moving his hand, the ball falling oddly, etc.
  16. Like
    Azrael Macool got a reaction from bradknowles in Crafting Despair   
    I'm following you here an all, but I usually throw in an upgrade if there something inherently dangerous in what they're doing. So, walking on a tightrope 2 feet above the ground might be hard difficulty, but walking on one across say, a bottomless cliff necessitates an upgrade in my opinion, without flipping a Destiny Point. Stuff like that; otherwise, DPs are needed for anything else.
  17. Like
    Azrael Macool got a reaction from Kaigen in Crafting Despair   
    Also, though this is technically a house rule (But if I remember correctly, one of the Devs mentioned using it in his games), if difficulty ever goes above 5, then increases turn into upgrades. I use this for modding attachments (generally lightsaber crystals, don't remember if anything else has enough where that would ever come into play).
  18. Like
    Azrael Macool got a reaction from bradknowles in Crafting Despair   
    Also, though this is technically a house rule (But if I remember correctly, one of the Devs mentioned using it in his games), if difficulty ever goes above 5, then increases turn into upgrades. I use this for modding attachments (generally lightsaber crystals, don't remember if anything else has enough where that would ever come into play).
  19. Like
    Azrael Macool got a reaction from Meaxe in Info from the GenCon demo   
    He's right; we know what the faces correspond to, they're printed on the card. Just roll a d6 if necessary.
  20. Like
    Azrael Macool got a reaction from MrCool in New Guy wants to build and mod a lightsaber   
    Also, while your GM may vary, I rule that in order for the lightsaber to count as your personal saber and qualify for the 2 difficulty reduction, you have to have built the hilt from scratch.
  21. Like
    Azrael Macool got a reaction from Tefmon in Canon representations of each career   
    So, the consensus seems to be that Yoda is a Consular, but I feel like that it only because he has historically been a Consular in other RPGs. I mean, yeah, Sage does work well for him, but I think Ataru Striker and Hermit are his primary specs, making him more of a Seeker.
  22. Like
    Azrael Macool got a reaction from NicoDavout in Gambling and force powers   
    I would honestly still have him roll the force dice, if only to determine whether he had to use any Dark Side pips. I would also probably lower the amount of money for each difficulty rating, just because 1000 creds on roulette seems an awful lot, for an Easy roll anyways . I would also give a setback die for each additional time he uses it beyond the first, just to represent people starting to notice the funny actions he's doing like concentrating, moving his hand, the ball falling oddly, etc.
  23. Like
    Azrael Macool got a reaction from DrJill in Info from the GenCon demo   
    He's right; we know what the faces correspond to, they're printed on the card. Just roll a d6 if necessary.
  24. Like
    Azrael Macool got a reaction from Richardbuxton in Gambling and force powers   
    I would honestly still have him roll the force dice, if only to determine whether he had to use any Dark Side pips. I would also probably lower the amount of money for each difficulty rating, just because 1000 creds on roulette seems an awful lot, for an Easy roll anyways . I would also give a setback die for each additional time he uses it beyond the first, just to represent people starting to notice the funny actions he's doing like concentrating, moving his hand, the ball falling oddly, etc.
  25. Like
    Azrael Macool got a reaction from GM Fred in minions in starship combat   
    I'm pretty sure the devs said at one point that the ships take System Strain as normal with minion groups. I would probably do a combined System Strain pool like with Hull Trauma; sure, they could do maneuvers that PCs normally couldn't do, but at the cost of their action. Doesn't seem too bad to me
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