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whafrog

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  1. This is up to you, not the game designers. Note: I'm not suggesting you change what you're doing or what you want...only suggesting that you shouldn't let what the game designers have presented in their fluff-text to get in the way of the story you want to tell. You can tell *any* story in the rim, from secret Jedi to gumshoe detectives to Cthulhu horror, the rule book just focuses on the most common visualization. Ship maintenance is one of the easiest ways I found to keep the PC's credit pool in line (at least in my longest running smuggler-type campaign). Per RAW it's about 500cr per hull point to fix something...one little fight with a couple of TIEs and that can burn through a LOT of credits, and can be a vehicle for the PCs needing to make deals or take on errands that further the story in order to mitigate the wallet damage.
  2. It might be worth revisiting this assumption. If the players are only motivated by credits, that suggests there is no real story arc, and the players have no purpose for their PCs. If it's just a D&D style hack and slash game that can get old in this game. In D&D it works because you level up and get lots of perks, and eventually you're finally worthy of going up against a dragon or a lich or whatever; but in this game the advancements are more subtle and stormtroopers are always a problem. In Star Wars, credits are generally only a specific solution to a specific problem, they are rarely an end goal except by the evil NPCs... After revisiting that assumption, it really depends what story you want to tell. There's nothing wrong with letting them become pirate kings owning their own star destroyer eventually...or keeping them credit-starved for the whole campaign and doing something epic on a dime and a prayer. That flavour is entirely up to you. I tend to avoid credit-counting except for big important items. The players generally get a "homestead" type of arrangement, ie: some business or benefactor that takes care of day-to-day living. The "special jobs" they get have more potential rewards and I will tweak them to accommodate something the players have already expressed interest in. So if the players say "hey, we should put a quad-laser on our HWK-290", I'll find a way to weave either the credits, contacts, or the parts into the rewards for an upcoming job. I prefer the latter two, just to keep the credit-counting out of it. Of course, YMMV. Edit: if you want a good "game designer view", pick up the Mask of the Pirate Queen module, or Jewel of Yavin, they have some decent guidelines. Edit #2: sorry...it occurred to me that there are a lot of free resources on the EotE site, including whole adventures like "Under a Black Sun" and the extensions for Long Arm of the Hutt that might also have good guidance: https://www.fantasyflightgames.com/en/products/star-wars-edge-of-the-empire/ Look under Player Resources
  3. If the support weapon is a single-person weapon, then I would just split up minion groups by their weapon type as @Stethemessiah said. I mean, you wouldn't normally mix minion groups of thugs + stormtroopers, so this wouldn't be any different from any other situation. A minion group represent a group of people all kitted out the same with the same basic abilities (even if that "group" is only one person). If you need a squad to run a weapon (eg: an E-Web) then...same thing: you've got one guy on the trigger and 1-3 running around making sure the thing is settled, realigned between shots because it bucks, has a clean power feed, etc. The more crew the more accurate it is, so narratively only one guy is firing but the rest are still busy and as they fall the shooter is less and less effective.
  4. For mooks I wouldn't, but definitely would for anybody important. Discipline is the goto skill check. Since you only need one pip to trigger the ability, I would allow extra pips to be spent on Success or Advantage, but I'd allow the same for Force Sensitive resisters.
  5. Nobody noticed this thread is 3 years old?
  6. You don't, you just need a framework. But I agree, a quick and dirty smell test ("could this blaster even damage the engine turbine") is probably enough if you're winging it.
  7. Rather than have the player spend their precious XP, I'd rather pull out the stops to give them the upgrades and boosts they need to get the job done correctly. If the PC has worked hard to get a mod (and I usually make it part of the story rather than a shopping event) I'll try to make sure they have a good lab, the right tools, etc. I think in the end it's far more satisfying to have "earned" the mod through work and skill rather than just XP. In fact, I think I'd rather just give them the mod than expect them to spend their hard-earned XP.
  8. Second season is a bit better, at least in terms of locations and secondary characters. I did like Tam's arc, that's what primarily kept me going. Edit: actually it's kind of funny, Hux makes an appearance, and he's almost as much of a dufus as the main characters...which I think just *might* have been a subtle dig at the sad quality of the ST...
  9. That is amazing! Especially for her first attempt. Maybe she should pay a visit to ILM...
  10. That's an interesting word, "generous". Why would it be "generous" to allow them to get a Sil5 or 6 ship? These things come with their own set of problems, not least of which is a LOT more attention, never mind the mundane stuff like crew and financing. There's always a way to balance things out, whether crudely with more powerful antagonists, or shrewdly with plots and accidents and judicious use of the narrative dice, or both. I think the idea of misplaced generosity stems from D&D, where if you did get that +X Vorpal Blade too soon in the power curve, it throws everything off. Your PC is now racking up XP at an alarming rate, burning through the GM's challenges more easily etc, and it makes the whole character arc, which is highly dependent upon levelling, that much shorter (never mind making the GM's store-bought campaign obsolete). But that doesn't really apply in this game. The power curve is far flatter, and the character arc is less dependent on XP because the XP accumulation mechanic isn't tied to the number of kobolds killed or gold pieces gathered. Just MHO, but the only thing that should be holding you back is a) whether you want the story to go there for plot reasons; b) whether you can come up with simple mechanics to deal with crew and financing in a way that satisfies your need for some level of verisimilitude while not becoming a burden for you or your players.
  11. I think it would be easier just to put limits on ranked Talents or require prerequisites than going back to rigid trees. Or maybe if a player is picking Lethal Blows over and over it's because they aren't feeling compelled/challenged in other areas of their character build...
  12. Depends if there's any character arc. If it's just one fetch quest after another, no thanks (though I'd probably watch it for the visuals). Making a series about the Bad Batch sounds like an executive decision, not a creative one. I just finished torturing myself and watching Resistance all the way through. It's frickin' awesomely sad. It's sad because the main characters are total dufuses with dialog that threatens to melt my brain, and they don't really have a full arc. It actually hurts to listen to them. It's worse than E2, and that's saying something. But it's awesome because all the secondary characters have normal dialog and have pretty decent arcs, the settings are cool, and the animation is actually really good once you get past the weird 2D lighting. The last episode with turbo lasers hitting the ocean is kind of terrifying. There's some pretty good idea mining to be had for GMs if only the main characters would STFU.
  13. For the player to make this work, their PC is going to need dice pools at least 2 dice larger than the target. The increased difficulty of dual wielding usually means it's a wash...they will probably hit, but they probably won't trigger the second hit, and on average damage is reduced. So medium range requires a dice pool of at least 4, which is basically a break-even point. Aiming and all that can help, and more yellows increases the odds of Advantage, but the biggest benefits are that Gunslinger talent that avoids the difficulty increase, and of course getting 5 dice in the pool.
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