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About Colyer

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  • Birthday 08/23/1990

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  1. Yeah, for Cunning I had Kira from Gundam Seed in mind as they talk about him being able to pilot the Strike more because he could handle all of the information that it was funnelling at him and make sense of the prototype's non-intuitive controls more than just a higher reaction speed. Not sure how original Gundam handled that, and I'm pretty sure Wing was super-soldiers. So it all depends on what you want to model for that particular Mech. Is it hard to pilot because it's arcane? Cunning. Is it hard to pilot because of the precise controls or reaction times? Agility. Is the power steering out? Brawn (I kid). For changing characteristics, I could see gear being able to do a lot of that. If you want to have a low Agility pilot, maybe offer him some advanced targeting system that works off of intelligence.
  2. It's definitely something I want to do as well, but you've definitely put pen to paper on it much more than me. I think if you want to do Mecha Characteristics, I would only do Brawn. Leave Agility to the skill of the pilot, the Speed rating, the Handling rating, and ranks in Accurate/Inaccurate. I don't really like Characteristic caps. I get what it's going for, but to me it kind of feels backwards. In Gundam (from what I've seen) a newtype (or whatever they're calling them in that particular series) can jump into a Zaku and make it sing but a normal human will jump into a Gundam and freeze. I would sooner do something like give better models Unwieldy ratings (or something similar for Cunning if you want it be more about information overload than reaction speeds) to represent that the more powerful models are more difficult to use. If I were piloting a rusted out Mech with negative Handling, low Armor, ranks of Innacurate, and a pea-shooter against bleeding edge prototypes, I'd feel the pressure. The only thing I have to rely on there is my characters skills, so I feel uneasy taking those away too.
  3. I'll also add that any setting that uses the included Magic rules is less deadly than one that doesn't, as the default magic rules allow casters to have multiple attempts at healing Critical Injuries (while mundane healing only has one attempt per week) and Magical Healing can also bring people back from the dead.
  4. Name, except Proficiency and Challenge which are called by their colors. Similarly, do people use the difficulty names or numbers (names for me but I have a new player so it's been a lot of "Average difficulty which is two").
  5. Are you guys going to be treating mounts as vehicles? I feel like for a Fantasy game, at least, it just isn't worth bringing in all those rules (especially since vehicles vs non-vehicles is wonky). I'm thinking just a free Move maneuver that doesn't count towards your maximum and a setback to attacks while mounted in combat and difficulty increases for anyone on foot against horses in chases?
  6. I was actually surprised how much this wasn't really the case when comparing Star Wars to Genesys (in my reading, at least). Specializing comes at a cost, sure. If you want a lot of Grit it'll cost you, but you could also just alternate Grit and Second Wind if you want that Strain bad enough and you'll probably end up with more Strain than you were going to get in Star Wars anyway without paying through the nose for extra specializations and talents that are in your way. And then, in general, I find talents just better in Genesys. I keep having to get through my head that Natural is a Tier 3 talent (it is, right?) because it just seems so much better than that... and it's for two skills in this game? Or how Knack for It is just better than all of those "ignore setback" options from Star Wars at Tier 1 (remove two Setbacks from a skill of your choice) and while it's ranked so it gets more expensive if you want a lot of it, it isn't until 5 skills (3 purchases of the talent at 30XP not counting prerequisites) that it starts to get diminishing returns next to Star Wars. I love the new talent setup (with my first session being in about an hour so we'll see once it gets some mileage), but I really think a point of experience goes further in Genesys than in Star Wars.
  7. Genesys as a book didn't really provide me as much new content as I was hoping. I can't help but feel like building a Fantasy hack of Star Wars isn't really that much more work than building a Fantasy setting in Genesys. The Magic system is certainly a boon, for sure, but "treat it as a skill and use weapon qualities" is more or less how I'd hack anything into Star Wars. In the end I probably just had enough experience with Star Wars to not need the Genesys Core to do what I wanted to do, as Genesys turned out to be something of a quick-start Star Wars hacking guide (Years of SWRPG experience not required!).
  8. House rules don't exactly need specific wording, but still I think: Should instead be: Because I think the former wording is confusing when you have prepared the same spell multiple times. Overall, though, I like the idea. I'd want to play to see exactly how the Wizard vs. Warrior balance feels before I mucked with things, but once I have I'll keep this kind of thing in mind.
  9. It doesn't provide suggestions, as far as I've seen. The Star Wars books had suggestions for additional XP (150 for "Knight Level Play") but this was not starting XP the way you're talking, and couldn't be used for Characteristics. I wouldn't do that myself, though. Genesys and Star Wars are designed to play best in the 2-4 Characteristic range with both 1 and 5 being in the "rolling is just a formality" range. In Target Number games, you can make your players as strong as you want, they get a +30 to their "Killing Things with Laser Eyes" rolls. Normally, you give them the full benefit of their Laser Eyes as they melt the world around them, but when you want to throw a challenge their way you pit them against things with +30 to defence against Laser Eyes. This makes them feel powerful, but still lets you challenge them when you need to. In Genesys, though, difficulties are bounded by the numbers of dice you roll. For all of the benefits of the Narrative dice, it still remains true that the more dice you add the more cumbersome it is and the longer it takes to resolve. Also, because of the way the math works out, the more dice you add the more the odds favor the players. So difficulties are capped at 5 for the sake of speed in play and sanity when looking at all of the symbols. Because the difficulty caps, though, I found it nearly impossible to provide challenge to characters with 5 in a Characteristic (other than to hit them in their dump stat). I was okay with it because it was earned, but to start with I think you're just skipping the competence range where the game is at it's most interesting. If I wanted to pump numbers, I'd do it in other ways. Like how the Superhero Tone increases damage numbers for Brawl, you could make talents to add damage to your "Laser Eyes" skill (and give extra XP to buy those talents with). The reason I'd sooner do that is because you can counteract it with Soak when you really need to make someone who's able to stand up to your players without having to make an Adversary 5 Defense 5 character to bog down your dice rolls. But honestly, I'd balance these large power differences on the GM side of the game. To Spider-Man The Shocker is a Nemesis, but when you're The Sentry The Shocker is just a Rival.
  10. My gaming history is relatively short. First game I played was Saga Edition Star Wars in a very short campaign. After that, I got swept up into 40K Roleplaying with Dark Heresy, then Rogue Trader, then Dark Heresy 2. Only stopped playing with that group over the past year or so and so it forms the basis of most of my Roleplaying experience as a player. I also played in a very short-lived, shenanigans filled 3.5 game. My only D&D experience. After Edge of the Empire was released, I dove into GMing and have been doing that ever since. Haven't played the game as a player just yet (though we have a one-shot planned run by one of my players). I've also played a campaign of Dungeon World and a handful of one-shots. Not a huge fan of the game as a player, but it definitely informs my GM style to a great extent (despite having never actually run it myself). I'm thinking after this campaign wraps up (it's still early days for it), I'll be taking a break from running Star Wars to try something new. Right now, I'm looking at D&D 5E or Chronicles of Darkness but there are a million games out there and I want to play them all.
  11. Didn't even notice this. Which ones do you mean?
  12. As far as big battles, the Battle of Hoth has always been my favorite. But ultimately "I am a Jedi, like my father before me" and the entire culmination of Luke's character arc means I can't not have Return at the top.
  13. Return of the Jedi Empire Strikes Back Revenge of the Sith The Force Awakens A New Hope Attack of the Clones The Phantom Menace
  14. Sometimes house rules have unforeseen consequences, sure. I think it's much better to play the game as written before you go in and start changing things or else you won't fully understand what your changes will do. But I also don't see the RAW as some sacred cow that you cannot modify and the developers of any game are far from infallible. After two campaigns of trying to make Obligation work, for example, I have come to the conclusion that it is a great idea poorly executed and have reworked it to work better for what I want. But because of that this game that me and my friends really enjoy isn't intended for me? That's an awful high horse you've got there regarding what other people do at their tables.
  15. YYGGBRPP actually. It all looks right to me except Adversary, which upgrades rather than increases. For damage, you resolve each hit individually. Your first hit adds successes from the roll, is reduced by the soak of the target, and then applies damage to the target. Hit two does the same, hit three does the same...
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