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whafrog

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  1. I have zero interest in including canon characters, as already noted the universe is just too big. I tend to localize my campaigns, that is, the PC's interests and relationships are focussed on the fate of their home, kind of like Rebels. The one exception was my son's Jedi campaign, set roughly 800 years before the fall of the Republic, where as a soon-to-be-knighted Sentinel he ended up rescuing some kind of rare egg, and when the egg hatched, out popped baby Yoda... I have a few more story arcs planned before my son's PC takes on Yoda as a Padawan (and a very mischievous Padawan at that, always getting into trouble), and I have a vague plan to get them to Lothal to set up that whole thing with the wolves and the temple there.
  2. I had to look that up, but...sure, it was a risk
  3. I don't have any complaints about the particular sub-systems, mostly because I've only used a few, and I'm pretty fast and loose with those rules anyway. In general though I will say it's far too easy for somebody to be a one-trick pony. I like to encourage the players to spread their XP around a bit, and I encourage this by making sure to shuffle what they have to do...sometimes the Diplomat has to provide cover fire because the Heavy has to manually open the stuck doors because the Tech failed to hack them... Plus, there's nothing more ridiculous than a Brawn 5, Melee 5 Wookiee who can't handle a Fear check...
  4. One of my players, playing an Enforcer PC, rolled two Triumphs while swinging a chain at a gang thug charging him on a speeder bike. (His melee was YYYY, so one Triumph happened a lot.) He yanks the guy off the bike head first into a trash bin, and jumps on the bike in one fluid motion (free maneuver) to try to chase down a second minion who was making his escape. He catches up to the second minion, swings the chain again. This time though there was a pending difficulty upgrade from some previous roll, plus I flipped a DP (plus setback for driving etc). He blanks on all his positive dice (!), and gets two Despair (!!) So the first Despair was he hit and crit'ed his own bike, shutting it off temporarily, and the second was the chain wrapped around his own neck and he crit'ed himself. The minion jeered and rode off. The Enforcer then took a couple moments to try and get the bike going, and tried Athletics (YYGG) to get the chain unwrapped quickly...total failure with threat, causing Strain... He figures "screw it", gets the bike going again and takes off, chain flapping around his neck like a clunky scarf, and meets up with his buddies who have in the meantime managed to corner the second minion. The player narrated the scene perfectly: the Enforcer calmly getting off his bike and slowly, menacingly, taking his time, unwrapping the chain from his neck all while sizing up the minion and leveraging all the Coercion (YYYG) related Talents he could muster on the hapless minion, who dared not laugh but instead suddenly needed new underwear... (as an aside, I have to say the Enforcer tree is the only one in the game I think is a real work of art, and the player really made the most of it)
  5. I thought what we were talking about was already a house rule, so...no RAW required. The purpose of the RAW is not to enforce a pyramid shape because "that's cool", it's to reinforce the idea that simple abilities are easier to accumulate that complex ones. But that has to be balanced with campaign and PC longevity and your table's needs. FFG sets these things up to mirror the way most people seem to play, which is short campaigns that cap out around 300XP with monolithic PCs that are too awesome at that level in their chosen field. If you play your PC more broadly so that 2000XP is still fun, then the pyramid becomes a semi-arbitrary straightjacket, mostly because there aren't enough Tier 1 talents to get numerous ranks in expensive ones, like FR. I still want to enforce the "simple abilities are easier to accumulate" concept, but the shape of the talent stack is the least important part of that.
  6. whafrog

    Move

    There are countless threads in this forum on this specific semantic debate, and no agreement. I'm not betting on any now...
  7. I've been wondering what the impact of the pyramid will be because of that. I have two thoughts about it. First, no reason it can't be a square instead of pyramid, ie: you can have as many Tier 5 talents as Tier 1, because some of those 5s started out as 1s. This takes a little trust between GM and player though. Second is to keep the pyramid, but a Talent always slots into the pyramid at its initial Tier. The cost can still go up per rank, ie: Grit-1 is 5XP and slots at Tier 1; Grit-2 is 10XP but also slots at Tier 1. I think I prefer the second, but we'll see.
  8. whafrog

    Move

    It does, you pretty much have to make it up on the fly in every situation, unless you stay completely within the bounds of the rules, in which case, it doesn't behave at all like what you see in the media. It's completely flavourless...we wanted hot chocolate, and ended up with hot chalkolate... My only solution was to rewrite it completely. Works a lot more like the media in my version, at least in my experience, and handles everything from younglings building their lightsabers by keeping tiny multiple items suspended at a time, to Mace's crazy Force blast that laid waste to a hangar full of battle droids and droidekas. Current Move doesn't do either of those things.
  9. No trees, no real careers. Initial career skills are just a way to focus the abilities of the PC and for flavour, and not much else. Otherwise they aren't restricted. For costs and ranks, in the Genesys forum there is an EotE conversion PDF a group put together. Sorry, I forget where it is, but it's a godsend, PM me and I can email the one I have. I will say that the existing careers/specs can be useful for identifying initial career skills and/or identifying talents that the player might want, but they become guidelines, not straightjackets. This is a bit of a two-fold project, where the other half is getting rid of most of the super specialized Talents*, and either folding them into skills at certain ranks as options, or converting them to something that affects the skill pool. Basically, if it can't show up on the character sheet at-a-glance, I have no use for it. This is mostly because I have a group that just doesn't have the time or inclination to dive into the rules and remember all the things they can do...if they remember they have Quick Draw, it's an event. --------------- * A lot of the Talents in the more recent books read like: "Remember that one thing that minor character did in that one episode of whatever, and nobody did exactly that thing again? Well, this Talent lets you do that thing, for only 20XP!" It's kind of silly.
  10. What are these "really high levels" where you feel it breaks down? We're well over 1000, closer to 2000, and it's fine.
  11. I think it helps to keep in mind why there is a spec tax, and an out of career spec tax in the first place: it's just a tool for the GM to prevent players bouncing their PC from spec to spec and, for example, gobbling up all that 5XP Grit. If your players aren't doing that, or if you have house rules to prevent it, then the specs taxes are a pointless waste of good XP. It's ludicrous to me to ask a player to spend a sessions-worth of XP or more just to "get their foot in the door". I've handle this in a couple ways. First was allowing a complete re-spec of the PC once they'd gained about 200XP. For example, the PC started as a Technician:Engineer because mechanical stuff was going to be part of his concept, but that left out the "been in the military" backstory, and the fact he was the main pilot in the group. So I ended up re-specing him as an Ace:Engineer + Pilot and that worked out a lot better for his concept (and saved some XP on the way). I ended up doing that with most of the PCs in that campaign, partly because at the time the AoR books kept coming out with better options, eg: the Politico became a Diplomat, etc. But after that campaign I decide to heck with the straight-jacket. If there's a reasonable narrative reason for it, and people aren't abusing the system, I just grant the spec for free. For my son's Jedi campaign, his Sentinel had access to every tree in that career for no charge (he could have gone outside of it, but everything he wanted was in it). Now Genesys is out, and I'm dispensing with all that spec stuff...I mean, if you have to dive to the bottom of the Archeologist tree just to get the Pin talent (which should be available to anybody), then the spec system is broken. I know that doesn't help if you're working within the constraints of this game, but you can still avoid or mitigate the spec tax.
  12. whafrog

    Move

    @Xcapobl not sure, depends how you want to target minions. If a single target is a minion group, then I'd let them oppose it, otherwise you have Force-newbs running around pulling blaster rifles out of the hands of 4 or 5 stormtroopers at a time. It's barely a thing in the media, even Kanan had trouble with only a couple at a time. I think it should be generally hard to do against anybody. But chalk this up to another reason Move is the single worst mechanical implementation in an otherwise stellar game...
  13. whafrog

    Move

    I would still make this an opposed check, vs Discipline (countering with the Force), Athletics, Coordination, or even Vigilance.
  14. I'll respectfully disagree with this, as I don't think those tacit questions necessarily need answering. Luke had about 2 minutes of training with Obi-wan, and one great lesson about letting the Force guide you when he lobbed the bombs into the Death Star. But that was enough to learn a bit of Sense (which he already had), Enhance, and Move. After all, somebody figured it out thousands of years earlier, probably mostly on their own. Plus there's E8 and the kid with the broom at the end...whatever you may think about the movie as a whole, I think that part is truest to the SW universe: Force users are always popping up, and people are always learning on their own. Really, the only point of the Jedi is to teach clarity of vision, and that "with great power comes great responsibility". So you don't need to account for Jedi, or Luke, or anybody else to have a PC with Force powers. Granted if the player wants to dive immediately into the flashy stuff it does kind of break with the general perception of how effective the Force can be in untrained hands, and I think the OP should feel well within his rights to put limits or prerequisites on how much and what can be learned. Enhance, the left side of Sense, and Move with a single Magnitude is plenty for FR1&2. Enhance on its own is flippin' amazing, all the better because it can fly under the radar of [insert whoever might be watching]. If the player just wants to throw lightning around, I'd tell them take a Heavy instead...
  15. whafrog

    Fuel

    In the Compiled Resources sticky thread (which is totally worth reviewing: https://community.fantasyflightgames.com/topic/85616-compiled-resources-list/ ) there is an Operational Costs PDF, nicely done if you want to track these things: https://drive.google.com/file/d/0B-cK7UE7hkkcTzJocVowQnJwRkk/view Personally I don't like to track it, and prefer the Rebels approach: fuel isn't an issue, until suddenly it really is an issue (inserted via Despair, lots of Threat, or something in the plot), and the next session(s) revolves around it.
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