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Split Light

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  1. That's just it, it's not extreme. It's one crit. Our sessions can have 5ish crits a session, maybe 10 in a big fighty episode. So one of those crits doesn't happen, who cares. There are other talents out there that have a much more dramatic effects for even less justifiable reasons. It sounds like we're not going to agree on this, and that's fine. It's your game table, but you asked our opinion, and I expressed it. In my opinion you're doing your players a disservice and seriously devaluing a 25 point once per session talent.
  2. I have to admit, I normally don't even notice. I use the stats of the one I'm looking at in the moment. If it becomes an issue our group looks at both sets and picks whichever we think is most appropriate. It's not really worth spending to much time fussing over.
  3. I can tell you for a fact that some of the other players often commit force dice for the defensive abilities in sense. I think one already has the ability in the new game. We just need some bad guys to do it. I think that can be arranged.
  4. That really destroys the value of a once per session 25 point talent. The chance that your medic happens to be right by the injured party is often low in a chaotic combat situation. This is an out of turn incidental power. You glance over, give them a quick look and say “Stop being such a baby, it’s not that bad.” Boom, crit never happened. Remember, you’re not healing the crit. Per the rules as written you are keeping it from happening. I’m not sure why people are making such a fuss. It’s one crit a session, not some game breaking mechanic. Let the players have their fun.
  5. I really like your idea. It's nice to see some out of the box world building. It keeps things from getting stale when you've been playing in the same universe for years.
  6. Thanks for the advise. We are having fun, by no means am I just putting a giant in the path and just saying GO, that was just a quick example. In our most recent big "boss fight" I think I hit the balance pretty well. Everybody felt there was a risk of defeat, but ultimately they pulled it out. I've been scanning FFG's monsters and assorted Fan Docs, and have created some pretty fun encounters (imho). Our most recent battle involved saving some townsfolk waiting to become dinner or statues in some ice caves inhabited by wendigos and some weird crystal like medusa thing I created myself. They had to fight Wendigos, Crystal Medusa, and the animated statues of some of the victims, save the villagers, and protect some well meaning locals trying to "help." I think I'm just having to put more work into making fights balanced and fun. I still don't think I'm going to be able to ride these characters into the thousand xp levels, but we'll get a fun campaign out of it.
  7. Split Light

    High XP Play

    Hey All, I'm curious about peoples experiences playing with higher xp characters. In the past I've played the Star Wars RPG, and we generally get into the high hundreds, or low thousands for xp before character balance can start to become tricky. I'm a little worried about Genesys. We've got a few hundred XP on the characters, and I'm already having troubles with character power levels. We're playing in a fantasy setting, and because the players can customize their characters so easily, without having to work through talent trees, they are rapidly becoming extremely powerful. I'm starting to throw some really tough fights tt them and for the most part they're plowing through things with ease. Taking down giants and the like in a matter of a couple rounds (and there's only 4 players.) The super powers you get (can't remember the name) don't help. I've got my tank who can turn literally invulnerable for a couple rounds, an archer firing off high damage blast shots from her signature weapon, and so forth. The talents trees of Star Wars force the characters to slow down a bit, take some talents that are useful, but they might not normally grab. Don't get me wrong, I think everybody is enjoying the game, but I just don't see it having the longevity of some of the Star Wars campaigns due to the "choose your own talents" customization.
  8. I love Star Wars, but it's not Sci Fi. It's Science Fantasy. Science fiction at least makes an attempt to explain how things work, or come up with some pseudo science theories. Star Wars barely gives it a glance. It's space magic.
  9. Just go to the Upcoming page (link at the top of the page.)
  10. Generally speaking I use vigilance checks to spot an ambush before it happens. This gives a party a chance to detect the ambush ahead of time and make a tactical response, such as avoiding the ambush or setting up their own counter-ambush. On rare occasions I will let them use Perception. Primarily if they specifically say something like "I look for ambushes as we enter the valley.". If something about the environment makes a characters stop and specifically look around I'll allow a perception check. Occasionally, just to change things up I'll have the ambushers role their stealth against the parties vigilance. This gives the ambushers the occasional chance to get a despair and have a little hilarity of their own. I normally prefer to have characters roll, but sometimes it's to the PC's benefit if the ambushers do (or just more fun.)
  11. Thanks all for the thoughts. I had a chance to look over the suggested options and I think I'll start charmer and then immediately add gambler. I'm playing a human so I can throw on a rank of ranged-light to have a little combat viability. We play weekly and usually get 20 points a session, so it shouldn't take to long to turn him into somebody viable. I can buff and debuff in combat (Inspiring Rhetoric and Disarming Smile) and be an ok shot, and I should be able to charm and deceive well with high skills and great talents. If the game goes long enough I might add in Scoundrel to get some more social bonuses and some combat talents. Of course this is all subject to change, as my mind is a chaotic place, but I appreciate people giving me a starting place to look.
  12. I was trying to figure out the best specializations to make a con-man. Somebody skilled in banter and deception, as well as the sleight of hand necessary for your three card monte and shell game type swindles. I'm trying to figure out the best specialization to start with and then one or two to add on as I gain experience. We usually play campaigns out to 500 to 1000+ exp, so there will probably be room to develop. Any thoughts would be appreciated.
  13. Whhhaaaaaat? I had no idea when I first started reading the thread. It's just a slow day at work so I had some time to do some forum browsing.
  14. Not sure if I should help here, as I'll be the victim of your blasters later tonight, but if you're looking for a ranged light weapon there's the Tenloss IDX-9 Ion Stunner from Disciples of Harmony. It's a pistol, has a range of medium, does stun damage to humans and ion damage to machines. Cheap at only 300 credits. I know a certain Arkanian Doctor character who carries one.
  15. Technology in Star Wars is very plot dependent. There are technologies in some books/movies/shows that don't exist in others. You really just need to choose what you want in your game and go with it. If you are looking for consistency in the whole of Star Wars you're going to go crazy.
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