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kelann08

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  1. Like
    kelann08 got a reaction from Samuel Richard in Scary module   
    And that's why we can't have nice things.
  2. Like
    kelann08 got a reaction from Internutt in Experience Awards   
    I can't recall the page, but in general an adventure should provide 10-20xp with bonuses provided for RP and other things as the GM allows.  I think it balanced out to ~5xp/2 hour session. 
  3. Like
    kelann08 got a reaction from Josep Maria in Experience Awards   
    I can't recall the page, but in general an adventure should provide 10-20xp with bonuses provided for RP and other things as the GM allows.  I think it balanced out to ~5xp/2 hour session. 
  4. Like
    kelann08 got a reaction from PartTimeGamer93 in Utility Belt's, uhm... utility?   
    Psychic Paper?!?!
  5. Like
    kelann08 got a reaction from Ranger1060 in Utility Belt's, uhm... utility?   
    Psychic Paper?!?!
  6. Like
    kelann08 got a reaction from thatwalshguy in AoR Player Made Resources   
    I'm looking for some resources akin to those made for Edge.  I know it's early in release, but I'm hoping someone is working on a character creation sheet that incorporates both Edge and Age.  I would expect many people are just treating them as the same game even though FFG sees them as separate lines.  Any suggestions?  I've found talent trees but that's about it so far.  Something that includes a breakdown of character creation options would be very helpful.
  7. Like
    kelann08 got a reaction from derroehre in Utility Belt's, uhm... utility?   
    Psychic Paper?!?!
  8. Like
    kelann08 got a reaction from AB21 in Utility Belt's, uhm... utility?   
    Psychic Paper?!?!
  9. Like
    kelann08 reacted to Talley Darkstar in 3 ranks at character creation   
    In my opinion, yes.  It takes away from the fun of playing through the adventure.  Keeping it at 2 keeps the players and GM going along in the story, once everyone reaches 5 in the stats they particularly want, what fun is left with that character when they can pilot through everything, blow everything up and come out unscathed?  But I am the type of player would can play without a character sheet or dice, but add to a story.  For me, and only me, I care more about the story that is being formed.  But I also said, if a GM allows it, then by all means, do it.  As a player, will I?  No, even if my GM allows it.  It would be akin to a GM giving a level 1 character a Flaming Two-Handed Sword +6 because they looted it off a goblin.  As a GM would I allow it, no. But each group can do what they want.  It depends on how the group wants to play.  If they want to be able to do that, then that's fine.  It just doesn't work for me.  It's the reason I like tactical maps.  I've had fellow players state that they were blocking a door, the very next turn, without moving, they were always standing next to the enemy on the opposite side of the 200 foot room, for me, having a map of the encounter keeps everyone from powergaming their way through the adventure.
     
    Each GM is different, each group is different.  If the GM allows it, fine, if not, fine, but it won't happen in my game, and I won't be using the loophole.
  10. Like
    kelann08 reacted to HappyDaze in Gaining new specializations   
    Backing up to the initial discussion (refunding spent xp when picking up new Specializations):
     
    Do you plan on adjusting for non-ranked Talents too? For example, an Assassin takes Quick Draw for 10xp. If he picks up Scoundrel, it's available for 5xp. If he's already purchased it for 10xp (from Assassin), does he get refunded the 5xp difference?
     
    Do you plan on adjusting for Characteristic inequalities? A character with Intellect 4, Agility 2 gains Dedication and becomes Intellect 4, Agility 3. His partner started at Intellect 3, Agility 3 and purchases Dedication to become Intellect 4, Agility 3. They are now the same except that the first character spent an extra 10xp at the start. Would the first character somehow get these 10xp back?
     
    These were issues that came up in my discussion with a fellow player in my group. He (and I) feel that there are several areas where the opportunity cost of taking certain things early is going to be higher because you gain a benefit from it early on. Later you might not be quite as 'efficient' of a build, but that doesn't always matter to all players. Further, because of the exceptions I've listed - and others that are likely to appear on a detailed look through - I don't feel that I'll ever support house rulings that refund xp.
  11. Like
    kelann08 got a reaction from Doc, the Weasel in Gaining new specializations   
    The thing you're missing, Freak, is that he IS trying to be argumentative.  Many of his posts consist of more questions that answers.  He doesn't make a statement to defend his stance, he asks you to defend yours so he doesn't have to.  That's the very definition of argumentative.
  12. Like
    kelann08 got a reaction from GM Stark in Edge of the Empire: Alternative Mechanics House Rules   
    Brawn 5, Melee 0 - Huge arms, holds a vibroaxe, doesn't know which end to stick them with but does a great job of just beating them over the head with it.  Probably uses it more like a cudgel than an axe.  Every once in a while he'll get it aimed the right way (likely by accident) and land a crit.  As his skill goes up, he'll learn to aim it the right way and seek out weak spots on his opponent thereby increasing the damage he deals.
     
    Brawn 1, Melee 5 - Tiny, spindly arms, knows how to wield a vibroaxe like a surgeon uses a scalpel.  He can pick it up but he can't swing it with much force at all.  What he can do is find gaps in armor, turn the blade to slip past his opponent's guard.  He can put the business end of that weapon anywhere he wants any time he wants but his lack of force means he does only decent damage.  As his brawn goes up, he'll be able to land with more force thereby increasing the damage he deals.
  13. Like
    kelann08 reacted to TCBC Freak in Gaining new specializations   
    One question I have is about buying Specs outside your career. We've talked a lot about buying skills, but when you buy a new spec and it is not in your career it cost ten more points. So if you are, say, a bounty hunter assassin starting out but then take the spec pilot and then scoundrel (two specs from smuggler) are you being penalized then because you didn't take smuggler as your career and just pick up assassin later, which would have saved you 20 exp? I ask this because I see it as much the same as career skills. I guy on youtube has a great video about playing a character, not a gimmick, and in it he talks about players planning out what they want to do and uses the example of a dwarf defender.
     

     
    If you plan to pick up (bounty hunter) assassin after having started as a colonist doctor, why? Is it just to get cool talents and have access to some skills? If you choose to go into a spec then it should be because you want to become that (aka have that be a part of you, who you are) and have it impact your character, not because I want x or y skill cheaper or I want this or that talent. Not because, “look at the skills that weren’t career skills, I want that 20 exp back I’ll become an assassin now.” It should be because I want to become an assassin, and if I take a hit on exp, so be it, that’s become part of me.
  14. Like
    kelann08 got a reaction from JonTheBold in Dice App Updated - Now Cancels Symbols   
    Yup, that one thing we've been clamoring for has come to pass: the FFG dice app now has an option in settings that will have it cancel out matching results (success and failure cancel, etc) and give you the "net roll".  There's no animation or anything fancy.  Just roll the dice like usual and the results at the bottom are the net result.  If you want the "gross result" or raw data, you'll have to read the dice. 
     
    Fantastic addition to the app, especially making it an option for those who prefer to do their own interpretation. 
     
    Also - it works for X-Wing as well. 
  15. Like
    kelann08 got a reaction from EldritchFire in Gaining new specializations   
    The rules also don't say that you cannot hold your GM at gun point for all the XP you want but it doesn't mean you can do it.  The absence of a rule does not mean that you can do it.  The player DID spend 193 XP.  If he bought non-career skills its more expensive.  It doesn't mean he didn't spend the XP.  He chose to gain those skills at a more expensive point in his PCs life. 
     
    Regarding Order 66 Podcast, I'll have the check the episode, but that fan podcast regularly has the DESIGNER  of the game as well as co-designers and developers on for rules questions.  There's a very, very good chance that question was answered by Jay Little (lead designer, Edge of the Empire), not GM Dave or GM Chris.  Don't be so quick to write off a "fan podcast". 
  16. Like
    kelann08 got a reaction from torquemadaza in Dice App Updated - Now Cancels Symbols   
    Yup, that one thing we've been clamoring for has come to pass: the FFG dice app now has an option in settings that will have it cancel out matching results (success and failure cancel, etc) and give you the "net roll".  There's no animation or anything fancy.  Just roll the dice like usual and the results at the bottom are the net result.  If you want the "gross result" or raw data, you'll have to read the dice. 
     
    Fantastic addition to the app, especially making it an option for those who prefer to do their own interpretation. 
     
    Also - it works for X-Wing as well. 
  17. Like
    kelann08 got a reaction from MILLANDSON in Gaining new specializations   
    This is one of the most important things to keep in mind: just because, from a technical standpoint, you decide one day to buy the skill and it takes 5 seconds to doesn't mean your character spent those 5s gaining those skills or considering his interest.  At its best, its a process that your character grows into regardless of how long it takes to buy the spec or skills.
  18. Like
    kelann08 got a reaction from Reydan in What's the next sourcebook you want?   
    All the class splat books.  At once.  All together. 
  19. Like
    kelann08 got a reaction from Callidon in Dice App Updated - Now Cancels Symbols   
    See below.  Seems to work just fine.  Two failures cancel two success but the despair remains and the triumph is counted alongside the success it contributes.  Took me a long time to roll a triumph and despair at the same time...
     
     
     
     

  20. Like
    kelann08 got a reaction from gruntl in Gaining new specializations   
    Then make sure your players know not to do that.  It sounds like your players are min/maxing everything at character creation and that isn't what this game is about.  Its a major pet peeve for me when a player tries to eek out every advantage and not play it like an RPG of growth and discovery.  There are plenty of games that let you do that.  This isn't one of them.
     
    If you want this to be super organic, give him a discount in the cost to "unlock" the specialization in which he has been buying non-career ranks.  Same example first in RP form and then technical/character modification form:
     
    RP:  A doctor has been traveling with a group for several months and has scraped by in a number of fire fights.  He's patched up wounded while dodging blaster fire.  He's picked up a little knowledge but still struggles to hit the broad side of a moisture evaporator.  He decides that an extra gun might help shorten the fire fight thereby reducing the patching up he has to do.  He starts waking up early to practice shooting at the range.  He gets some training from the group's mercenary soldier.  He spends months working on it.  Over time, he's more confident with his shooting and he can help take out an opponent or two before he has to see to a comrade.  When he's done, he can go back to blasting for the cause. 
     
    Technical: A player makes a Colonist: Doctor.  He spends most of his points in areas like medicine, cool, knowledge, etc.  He contributes to battles by patching people up and making blind shots from behind a barrel, hoping he doesn't hurt someone in his group.  He decides he wants to be more effective in combat so, after an adventure, he buys a rank in Ranged Light.  He's a little better.  A couple sessions later, he buys another rank.  He's more effective but still focusing on medical endeavors.  A couple sessions later, he decides to spend a chunk of XP on buying into the Scoundrel tree.  There's some cross over skills and, most importantly, he can start buying Ranged Light for cheaper.  As a reward for organically growing his character, because he has 2 ranks in Ranged Light, you discount the unlock cost (20 XP in this case) to 10 XP.  There's his tax back but it makes sense why he isn't paying it and you aren't having to do a bunch of math.  It doesn't always have to be exactly what he paid but 10 XP off when its clear the character has been growing in this direction is a good reward for good RP.
  21. Like
    kelann08 got a reaction from Keeop in Obligations: I think I hate them   
    I'd definitely go over the obligation rules again.  It sounds like you may be letting them factor into the session too much.  Most of the time, it should manifest as simply an added strain on the group so they don't go cavorting around the galaxy doing whatever they want.  On occasion, make it the focal point of a mission.  Having a shared group obligation is perfectly acceptable.  I have a wookiee and a rodian that share a life debt as part of their obligation.  What they don't know is how intertwined their stories are because I set up secret backstories with each of them independent of the other.  It will AMAZING when it all comes out in the wash and that will be a particularly epic adventure.  But that's a once in a (PC's) lifetime experience, not every single game. 
  22. Like
    kelann08 got a reaction from tactician93612 in To Multi-Class or not to... my view   
    Multi-classing, in its most literal form, is not supported.  However the ability buy into ANY spec, regardless of class, is basically multi-classing.  From a technical sense, sure, you are multi-speccing.  From an RP sense though, your character doesn't necessarily identify as a Hired Gun Mercenary Soldier who bought points into slicing.  Maybe he's a guy who's been making ends meet by organizing ex-soldiers into incursion squads for extra cash.  No one on the crew knows how to slice so he decided "if its gonna get done, do it yourself" so he learns how to slice and gets decent at it.
     
    It depends entirely on how the player views his character. 
  23. Like
    kelann08 reacted to osu4fan in Gaining new specializations   
    I wouldn't refund the xp just on the basis that you aren't just buying into the specialization for it's skills but also to accesss to it's talents, regardless if you plan on getting them or not.
  24. Like
    kelann08 reacted to MILLANDSON in Gaining new specializations   
    Plus the fact that, at the time of buying the skills, if they're out of class, they're out of class. You don't suddenly get the time spent practising back once you take another spec.
     
    If you buy the skills before the spec, no, you don't get the XP back. Yes, that means you can be penalised for buying things in a certain order. However, there's so little difference, does it really matter? You got the utility out of the skills when you had them prior to getting the spec, that's worth the extra XP (since you'd have had to have done without the extra Prof dice from having the skill if you'd just waited to get the spec before getting the skill).
  25. Like
    kelann08 reacted to Greybird in Edge of the Empire: Alternative Mechanics House Rules   
    Like others have said (and I'm paraphrasing), think about it backwards.  Think about it not as an extra cost for non-class skills, but as a discount for class skills.  A policeman is going to spend 8 hours a day talking shop with other cops.  He's going to spend 8 hours a day practicing police work, and he'll spend time thinking about it when he's not at home.  He has access to resources - facilities, trainers, materials - that make improving his skills easier.  
     
    He can certainly learn to cook, dance, fix cars, fly a plane, whatever, but he's got to do it on his own.  It'll take more time, effort and resources.
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