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whafrog

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  1. I trust Filoni with the storytelling, no problem there. I just really wish they'd exceed the animation bar that was set with TCW. Instead they go lower and lower... It's like they're searching for the bottom of what fans will find acceptable.
  2. Those talent sheet PDFs I mentioned above have the Force Powers too. The way the game is constructed it's far easier to use the pre-printed sheets because you also get handy reminder text of what the talent/power does. This game does tend to require you to have a lot of info at your fingertips. A list of talent names doesn't really cut it. With that in mind, I hate to rain on a parade, but...honestly, you'd have to do a lot to beat OggDude's character generator: https://community.fantasyflightgames.com/topic/89135-another-character-generator/ Not least because it prints the dice pool right on the sheet, so you don't have to do the calculations to generate your pool (how many yellows, greens, and blues). And this online resource does a pretty great job too: http://swsheets.com These days, printed sheets filled in by hand are kind of a last resort, really only useable for Session Zero and chargen.
  3. whafrog

    Rarity and Loot as an Axis of Play

    One last thought: instead of XP capping, why not just skill capping, or talent capping? You could, say, not allow more than 4 ranks in a skill until they have at least a several others in the 3 and 4 range, or no more than X rank 4/5 talents or no more than 2 per spec. It's a bit heavy handed, and I preferred to make breadth the obvious choice based on the game I ran (or even bribe them with free specs), but that's still less heavy-handed than XP capping...at least this way they can still branch sideways and feel like there is some progression. They might even be surprised how much fun the branches are, given the opportunity, and it might change how they view the game.
  4. whafrog

    Rarity and Loot as an Axis of Play

    Well, my son's PC isn't a "Wolverine"...he can't do everything, far from it. At least 1/2 his dice pools are still "GG". If a bunch of PCs like his (but with different points of focus) got together in a group, I'd still be able to provide a challenge to everyone because there's still room to work with. The power curve is much flatter, yes. Waaaaay back when I first started playing this game I had the same issue. The solution was to provide challenges that didn't leverage their specialities, split the party so that the walking muscle had to use his "charm" and the face was suddenly caught in a shoot-out...etc. You can always hit them in the dump stat too. Obviously you want the players to feel like their character shines, but there's plenty of opportunity for that...I found once or twice a session was plenty for them to feel like their PC was great at their speciality, with the rest of the time dealing with the unfamiliar. Designing an encounter then becomes an exercise not in just providing a location and opposition, but how to lure and separate the PCs into a situation where they couldn't always bring their forte to bear. In some ways it made the "standard" encounters that much more enjoyable, and I found there was more enthusiasm for the times when they could all function like a well-oiled machine than previous campaigns where that was the baseline...the baseline becomes boring after a while. Anyway, the first few sessions I had on the new "path" I got a lot of questions like "it seems we spent a lot of time in the wilderness, is there going to be more of that survival stuff?" I just made it clear that I was going to exercise *every* skill for everybody, and it wasn't long before they started making more interesting choices. That campaign dried up unfortunately (too many family-related obligations), but we were closing in on 700XP for every PC with a LOT of room to grow yet.
  5. whafrog

    Rarity and Loot as an Axis of Play

    All this talk of XP caps is misguided imho. It very much depends how you play the game. My son's PC is around 1000XP, but he's built for breadth and has a lot of room to grow yet. As a solo Sentinel patrolling the darker urban streets, he needs to have a lot of tools in his tool belt, but he still can't bring more than YYYG to bear in his best skills, and only a few of his Force powers have more than a few upgrades (other than Enhance, which is maxed). And he's still only FR2. Unfortunately, most people go for the D&D-inspired party-slot system, where a PC is expected to fill a certain role and no other. Then, sure, by 500XP you're likely to be bringing 5xY dice to bear in your strengths, never mind the Talents. But that's not a fault of EotE, it's a fault of the GM and players for playing D&D with the EotE system.
  6. I agree with having the NPC roll. However, if you wanted the PC to roll, mechanically I think it would be closer to upgrade the positive dice than downgrade the negative. The reason is Nobody's Fool increases the chances of Threat and Despair on the NPC, which is more narratively similar to increasing the chances of Advantage and Triumph for the PC. Unfortunately that acts just like a skill rank in Discipline for the PC, which is probably overkill... ...therefore, let the NPC roll
  7. Instead of having a talent section, you can just print out the talent sheets for careers which the players can just check off, you can probably find them in the Compiled Resources thread. Then you can use that space for other stuff.
  8. whafrog

    Making Sessions Longer

    I'm assuming you don't want to buy published modules, but there are quite a few, and most are good. There are also beginner boxes, and while what's in the box is a bit hand-holding, the PDF download followups are pretty good (plus you get dice). But anyway, there is an old quote attributed to Raymond Chandler (pretty much the inventor of noir fiction): “In writing a novel, when in doubt, have two guys come through the door with guns.” You can use this in a variety of ways to extend things. It of course doesn't have to be "two guys with guns" it can be pickpockets, street-corner prophets, a bank robbery in progress, a protest march, a meteor, etc. Anything that shakes up the scene and either gives the players a chance to, or demands that they get involved. Having a list of two or three of these before the session is helpful to extend things. There are other pools of resources. Maybe most useful in your case is "set pieces"...small encounters that can be slotted in anywhere. The sourcebooks usually have a few of these, especially the region books like Suns of Fortune (which is centred on Corellia), but there are some in the Compiled Resources thread stickied at the top of the EotE board (one level up). I've also found set pieces and plot hooks for other game lines very useful, such as the "21 Plots" series of books for Traveller. It's a space game too, so very easy to adapt and full of characters and motives. They're cheap to download from https://www.drivethrurpg.com If you really want to learn to wing it, get a set of Rory's Story Cubes. You can use them in-game or pre-game as tools to spawn ideas of what to do next. We've had some of the best games emerge from this tool. And even if you don't want to buy those, you can always just use a d20, percents, or even a d6. A simple method is to just ask yourself a series of questions, like "what kind of neighbourhood do the PCs find themselves in: upscale or downscale?", and then "are the streets crowded or empty?"...I swear by the time you ask yourself the 2nd or 3rd question, the wheels will be spinning as you figure out why "the streets are empty in this upscale neighbourhood near a water park..." Lastly, don't be afraid to take a 5 minute break, ask someone to refill the snack bowl, etc while you roll dice or pick a plot or whatever.
  9. whafrog

    Dawn of Rebellion Sourcebook

    Well, at some level nobody needs any talents, and everything can be narrative. I think the game works best when the mechanics underscore the result and you don't have to invent a rationalization. Once can be an accident, sure, but repetition suggests control...in game terms, an XP investment.
  10. whafrog

    Improvised Weapon Rules?

    I'd probably just use Athletics.
  11. whafrog

    Improvised Weapon Rules?

    EotE p212. Improvised weapons are Small, Medium, or Large (one handed, two handed, or bigger than a chair); have a +1, +2, or +3 damage rating; Crit 5; Medium and Large are Cumbersome 2 and 4 respectively. They are all Inferior, so generate 1 Threat automatically. The GM can use 2 Threat or 1 Despair to break them so they become useless. I'm not sure I'd call those items "improvised", just use the stats for a club or baton, though you could still toss on the Inferior quality.
  12. New movie: Attack of the Pedants! Boring, serves no purpose, but seems to have no end of sequels...
  13. Ug. So tired of the pablum crowd. Maybe you could ponder the fact that stuffing an entire byzantine political plot along with character arcs and world building and other development into 3 standard length movies means taking shortcuts in presentation. Hence the cringe-inducing dialogue and clear lines of good vs evil. There's not a lot of time for nuance. The Clone Wars series makes it pretty clear that even if Dooku is evil at heart, the reasons for the existence of the CIS are legitimate. Most of the members of CIS never see the evil side of Dooku, and hence chalk up all such talk to propaganda. TCW was Lucas' third baby, where he fleshed out all those ideas you think he didn't have.
  14. I treat all space encounters like a chase (with modified rules), so piloting is worth being good at. Getting from A to B is quicker (less chance of getting tractored) and there are always the usual advantages of combat such as passing boost dice or upgrades around. I also added an Action "Never Tell Me the Odds". This action allows the initiating pilot to set the difficulty, and anybody who wants to keep up has to roll against that difficulty as well. The consequences of failure and threat are ship damage, crits, etc., so you can end up losing pursuit or even taking them out just by them crashing into asteroids etc.
  15. whafrog

    Fully Operational Danger

    It really depends what kind of game you want to run. If it's more sandbox-y then PCs might come and go more easily. I prefer story arcs, either my own, or something in service to the PC's aspirations, or ideally both...and that assumes the PCs will be around to see the end result. Since this is Star Wars, in my games any death should have meaning, or at least be epic. I always try to scale so that the PCs are likely to achieve what they're after...but there will also likely be complications, including lopped limbs. I agree this isn't really the game system to use if you want something more deadly. Sure it's difficult initially to kill a PC, but a few crits and a vicious weapon later, a dying PC is pretty easy to come by. The main problem is it's far more difficult to scale this game than others. D&D can be as deadly as you want, but you can decide ahead of time with reasonable surety how deadly it will be. With EotE, even stormtroopers can have a great day.
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