whafrog

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  1. I'd suggest starting with a beginner box before Onslaught at Arda. The AoR beginner box is good, especially good if you download the PDF followup. OaA is more complicated and if you're new to the rules I guarantee at the end of it you'll wish you'd known more before starting. This is not D&D (and I've played D&D since the first little paperbacks), and you'll need to "unlearn what you have learned".
  2. One of my players has an Enforcer, very entertaining. I haven't been asked to allow Intimidating to be used with Fearsome, but I don't think it would make sense to do so, as Randy G noted, because it's not a Coercion check. And Fearsome is plenty useful on its own...maybe not at one rank, but by the time you hit three ranks, the odds of it working against minion groups without the Discipline skill is pretty good. You can't expect it to work like one of those Signature abilities (Last Man Standing?) that neutralizes minions, no matter how many ranks you get. Fearsome is "always on", whereas Signature abilities at least require a DP flip.* I'll disagree with you about Adversary as well. Maybe occasionally it should apply outside of combat (GM fiat, etc), but with contests like social skills the opposing dice are already upgraded by the skill of the opposition. Imagine a negotiation with a Hutt...the Hutt's dice pool is already going to be upgraded by their 3 or 4 ranks, which means you're probably up against 3 or 4 red dice in a 5 dice pool. Adding Adversary on top of that seems like rubbing salt in a wound. * EDIT: I've certainly allowed my player's PC to send threatening minion groups packing *before* a fight by using Coercion + Intimidating, but that still requires an action (and a reasonable story reason imho).
  3. You're not the first person to bring this up, but, in general, it's part of the game design. It's the same for every skill. The game mechanics favour attacking to keep things from getting stagnant. As noted, the Talents are there to help mitigate some of this. Even if you don't have the Force and Destiny book, you'll notice the EotE careers often have Dodge or Side Step talents, and the Sense Force power allows you to commit a die to upgrade the opponent's difficulty. All this starts to add up. But even without Talents and Force powers, by rolling 5 proficiency dice, the odds of the PC getting Advantages and Triumph are extremely high, and those can be used to add setback or difficulty upgrades to the opponent, reducing their odds of success. So you're not taking crazy pills, you just haven't thought through all the mechanics.
  4. Excellent job, thanks for making it!
  5. Depends on the GM. If the GM makes it clear there are no dump skills, then it's not an issue.
  6. For me.
  7. Of course it does...but so what? The base "metre" is an arbitrary value based on selected physical phenomena. So is Celsius, but at least it's pegged to very common events in the human experience (0 = freezing, 100 = boiling). Any measurement and increments we come up with to model the world are going to be arbitrary. But ultimately, the point of it is that it's base-10, which is easier for most people to calculate. Urfl...
  8. Canada uses metric...started the conversion the same time as the US but then the Americans retreated into backward traditionalism.
  9. That might be a "real world" method, but it doesn't explain at all what we see in the movies or shows. It's notable that the Imperials seem to be able to blockade a planet with only one or two SDs and perhaps several smaller ships. In the movies and shows, if there is a blockade you either have to punch through it with firepower, or try to speed past it avoiding damage but enduring contact. Prime example is the Rebels episode where they discover the B-Wing. They keep coming at the blockade (which only has a couple small corvettes) from the same angle and keep making the same run. There are a few metaphysical options, but the one I use is: the only safety is hyperspace. Hyperspace exit and entry points have varying degrees of safety or utility. The Imps can control a planet if they control the most used and safest points. If you want to use a different point, it's a lot more dangerous, takes more time to calculate, requires knowledge of alternate points, and while you're hunting for the right spot and orientation the enemy can be hunting you. In the Rebels B-Wing episode, either the other hyperspace entry points were too dangerous to use, or they simply didn't exist. This way, if the PCs want to leave or enter a blockaded planet, they have to work for it, and can't just run around willy-nilly and avoid it. A blockade has to mean something, or it's not worth the label. The other thing I've done is house-rule away Speed. Enemies always seem to be able to keep up, and the protagonists always need to use subterfuge, trickery, or resistance techniques ("keep them off our backs until we can jump!") to get away. If SDs can intercept the Millennium Falcon (at the beginning of E4), then real-space speed doesn't matter too much. Sure star fighters and the like can zip around SDs and use them as terrain, but in a straight line the SD can clearly keep up, so you can't just "fly away". The game gets this wrong, I think, it's really all about handling, not raw speed. Those two (though you really only need the first one) can work together to replicate what is seen in the movies and shows, without a reliance on real world ideas and massive amounts of military hardware to quarantine a planet.
  10. I think it was fine, including the collisions...success on Astrogation just means they arrived in the system, the other stuff gives detail. And it doesn't have to be lethal, or even dangerous, despite the name "despair", it just needs to create a complication. Now the ships have crits that must be repaired and paid for, and the guy floating in space is discovered by some space debris scavenger...
  11. That sounds like a hoot, the whitewater would make an awesome chase...
  12. Actually, this one's the easiest. In Canada we switched to metric when I was in high school, and it wasn't long before we all forgot about how hot it was at 85, and instead we knew how hot it was at 30. I ended up moving to the US and back several times since then, and the transition takes about a week. I think it's because weather is in your face, it's a constant point of discussion, so you can't help but become immersed in "temperature language".
  13. I'll offer the opposite of the majority opinion. In the shows, the protagonists are always trying to get past some blockade or another, but you never see more than a few enemy ships. In terms of game mechanics, most scanners for the ships the PCs will be in can't detect anything past Close range (or maybe Short), whereas big Imperial ships can scan and shoot much further. So if the PCs can see the enemy, they are likely at Close or Short range, and the enemy has already been tracking them. Even a light turbolaser has a range to Medium, so it will take a turn or two to get away, and meanwhile TIEs can be deployed right on top of them. The net effect is the ships are wherever you need them to be to cause an encounter. The PCs won't know where the enemy is, so you can put them where you want. All that said, I'm not really a fan of how the sensors, speed, and ranges work in this game, but it does provide a handy rationale for not having to put all your cards on the table and have the PCs just "fly in the other direction".
  14. I can tell you that in the last three years I've cracked the book to look something up only a few times. Once you get a handle on the dice, the skills, and how to narrate the dice results, you almost never have to look anything up. I find it very quick to use the dice to make a decision and move on. If something comes up I can always research it for the next session. A few things help to keep things at your fingertips: A good character sheet, for which OggDude's character generator is highly recommended. The player should know their skills, talents, and combat info, saving you the hassle of having to remember it all. A printed chart of the basic Advantage/Threat/Triumph/Despair options for combat. A GM screen (any of the three will do). An initiative slot and turn counter sheet. (Lots of these on the resources sticky thread.) The Adversary Decks, very useful when you need some quick stats. Beyond that you don't need much, if anything, else.
  15. I don't really have an opinion on your system, if it works for you, great. But I find your rationales a bit over the top. Seriously, you're worried about cutting down on dice? This is hardly going to affect anything. But the above bit stuck out, because if building the dice pool isn't fun, then you're missing out. Building the dice pool helps set the scene and gives lots of narrative space. The players grab their default (I just keep one bowl in the middle of the table that contains 4 or 5 sets of dice, I've never needed more). Then I build up the pool with commentary ("you're new here" *push a setback*..."but they seem friendly" *push a boost*). Building the pool can be as dramatic as the actual roll.