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nullunit

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  1. One of my players really wants an Imperial centric CRB like Age of Rebellion. I say just use AoR and your duty would be to the Empire. I just want supplements, no more CRB. I already feel a bit taken advantage of with 3 CRB.
  2. Tonally, I run Edge more like a noir story and enhance some of the more brutal aspects of the Star Wars Universe. Slavery and organized crime are galaxy spanning industries, not hard to find the grit. I think that has more to do with how your GM chooses to run. I haven't tried to kill my players but I easily could without using GM caveat; especially when we first started out. I have delivered some injuries and taken one player down but not out.
  3. I want to see Sakiyan come in. Because Djas Puhr is dope and he does dope S#$%. Edit: They exist in a book I do not have!! There goes some more money!
  4. I like the power level of EotE and my player have had a good time so far. My players have no interest in the other sub-settings but I am going to mine them for threats to spice things up. In many ways I feel like the CRB format is just milking my pocket book and the addition of the Duty and Morality systems makes it harder to integrate but not impossible. I am currently working on a way to hybridise so that I can leave it open for the players to move between sub-settings with ease.
  5. Last week I got my core rule book and spent time with my group fleshing out Obligations and clarifying Motivations so that I can have a kernel of info to spin encounters and mini-plots from. During my prep time for game I will make my Ob checks and see if anyone activates, if so I will pre-empt or modify to accommodate the Obligation hooks. With Obligation I am basically letting the players personal stories win out over the scripted adventure. The obligations in play at my table are all over the place but with a little work ensuring the Obligations and Motivations are overlapping with the story I am trying to tell it will be easy to move forward.
  6. Sorry, that sounds weird...what is the logic behind that? Checking whether I can see the icons and signs on my scanner's screen? No offense meant, but I think I'll use computer... Sitting at the cafe across from your targets home or office is surveillance as much as planting a bug or watching via a camera. Repackaging Surveillance with Perception makes more sense than the Computer Use since it doesn't omit the standard methods of surveillance. At that point we can use the Computer skill in conjunction with Perception if there is electronic surveillance also in place. If the only means of surveilling someone is electronic you still need to be perceptive to not miss something like electronic counter-measures, spoofing or even a stealth field generator(rare but they are known to exist).
  7. I have been GMing the beginner box and download adventures for my friends but that has spun off into a full campaign so I won't get to play for awhile. As soon as I got the book I made my two mans; Twilek>Smuggler>Scoundrel>Debt=Obligation Magnitude 20 and I am trying to make a Force Sensitiveness Imperial Guardsman character I tried to put together back in the WEG days but never got to play. Human+Hired Gun: Marauder+FSE is a bit anemic but will be fun to RP if I ever get to play it.
  8. A fully realized force user is not something we can make at this point since there are no FS starting careers (and shouldn't be in this era). Just using canon characters like Luke and Leia you can see how to grow a character into a real-deal force wielder but not out-of-the-box awesome.Going to EU sources there are many examples but my particular favorites are Kyle Katarn, Corran Horn or a character like Quinlan Vos, who is mostly canon with some funky EU elements. Using the FSE in conjunction with normal character creation rules you can create any number of archetypal templates like: failed Jedi, scion of a hidden Jedi bloodline, unaware force attuned player, but in any case the player will have to make a sacrifice at creation or during their progression to gain access to the long term benefit of being a force user. I personally will shy away from letting my players be survivors of the Clone Wars and Order 66 unless they can back it up with some very plausible reasoning.
  9. Lethaldose said: First, stun damage from blasters set to stun is subject to reduction by soak (Beta text, p107, Stun Damage), so targets with crazy amounts of brawn/soak aren't going to be particularly more vulnerable to stun damage vs normal physical damage. I am aware that strain damage is reduced by Soak in the same way as normal combat damage but the player is actively depleting ST and hence are more vulnerable to strain damage. For example; an attack that only gets 2 points of stun damage through to a players ST, that is already depleted to say 6 or so (which is a pretty common occurence at my table) puts them at about 3 (approximately) successful attacks until they are incapped. If they are careful it will be more difficult but still very dangerous. I am basing my thoughts here around the threat level of the characters/encounters in Escape from Mos Shutta and Long Arm of the Hutt which I am in the midst of running. A full fledged home campaign has the potential to be signifigantly more lethal. Escape and Long Arm feels like they were definitely made with the pre-made characters in mind and the adventure is balnced as such, I think. Lethaldose said: However, I do understand that you are intending to aim to deplete a smaller resource pool, which brings me to the second point: we've seen a pretty major practical problem with strain in that is feels unlimited since the RAW allow players to spend a single adv to regain 1 pt of strain. While the intent seems to be that strain is a currency to throttle action economy, the recovery of strain is so cheap and the adv so [obscenely] plentiful, strain damage is really not much of a threat. This is somewhat mitigated at our by house-ruling that it costs 2 adv to recover 1 strain. One Threat or Despair equals one point of strain damage to the active player in the same way that Advantage and Triumph gain it back to the active player so there is a balance there. At that point dice luck, such as it is, reigns supreme. Compound those sources of attrition with player expending strain for the activation of abilites, 2 strain expended to perform an additional maneuver (1/turn), 2 strain damage for the first critical wound and the ST is depleted relatively quickly. The strain pool is definitely not infinite. Lethaldose said: It may be appropriate for the GM to take every advantage possible to use NPC abilities and threat/despair to inflict strain, but remember that strain can only be caused by threat on the character's roll; There is not an option to use adv to inflict strain on a target. As a GM, I've find this system's 'reactive' nature somewhat frustrating. Players and NPCs are effected in the same way by Threat/Despair and Advantage/Triumph so again, a point of balance. Players get the benefit of using their strain pool for abilites etc. Non-Nemesis NPC don't have a strain threshold so I would guess they cannot elect to spend a resource they do not have. I know what you mean about the reactive footing that the GM is on, I commented about the it to my players, it is kind of a bummer. I try not to let that stifle my creativity in dealing with encounters. So far we are all having fun so finger crossed that FFG has a decent editorial staff onboard to clear up some of these vagaries.
  10. @BladeHate Just to be very clear I am not questioning your experience/ability level as a GM or trying to be insulting. Nor am I teaming up with Shaddai to try and prove you wrong or something. To me, from the tenor of your arguments it felt like you were not coping well with combat centric builds and I was trying to give a different point of view. if you internalize dthat into an attack, that was not my intention, apologies. The strength of a Soak centric build is obvious. That said I still think that Soak can be handled in system without GM Fiat, deus ex machina or any other mucking about. I tried to give you counterpoints that are either in the rules or within the logical structures of the Star Wars universe during the Rebellion era, which the EOTE is taking place. Also as I point out Strain damage, thouhg subject to Soak in the same way as combat damage, is a way to deal with a Soaky character. The benefits of using strain for abilities and attrition of strain through various mechanics make it more vulnerable. The system and the setting together determine the rules of the world and in the rebellion era combat droids were not common and restricted to the point of persecution. Wuher at the cantina would most definately not bar entry to IG-88 but the Imperial precence would be alerted, Heater or Jabba, unless they had enlisted his services, would be extremely interested in his precence since IG could just as easily be there for them as for any other reason. If you pull just from canonical sources combat droids are rare. When adding the EU it broadens a bit but there are still restrictions. This is not FIAT and this IS a ROLE PLAYING game. to dismiss GM rulings as fiat is a very narrow viewpoiint that I do not share. The whole experience of pen+paper RPG is an emergent story between the players and the GM. During that story, which we are experiencing and creating as we play. There are points at which the rules break down and the GM is there to prop them up. In 24 years (yikes!) of playing RPGs that is one of my favorite parts of the experience. Without these spontaneous bits we might as well be playing computer games, board games or even just reading a book. My goal has been to see if the system allows and even ecourages active roleplaying, so our experiences with the system are fairly divergent. I played a lot of the Wizards Star Wars products and I always felt the system got in the way because everything was so combat oriented. The best SWRPG experience I had up until this point was using the FATE system which is almost entirely bereft of combat mechanics and really lets narrative interplay between characters and GM shine. So far EOTE has just enough combat mechanics and the skills give support to the roleplaying elements without distracting the players. For frame of reference, at my table Shaddai's Trando is the toughest combatant. The rest of my table consists of a spice addicted Doctor, an Astromech pilot/mechanic who can shoot pretty well, a smooth talking Twilek scoundrel and soon a scout build with an Indiana Jones flavor. The characters were built with certain RP goals not just with the intent to bust the system. Just my take on it. MTMFFBWY - null
  11. While I understand your concern about Brawn/Soak stacking being exploitable; from my experience with the game so far there are plenty of in-rules ways to combat it. That pin-headed meatwall will die long before they reach broken levels because it does not have the skills to back up the brute strength. As their companions die around them, more and more attacks will be directed at Meatwall the Trando/Droid/whatever and they will die. With all of those points pushed into Brawn, Will is going to be deficient and they will become succeptible to Strain attacks (read Stun Setting). The management of Strain Threshold can be even sketchier than WT in some cases, since players burn ST by choice. Threat/Despair results causing little bits of Strain damage, Strain depletion for abilities that have a strain payment component, and all of a sudden the players can be stunned with relative ease. In the case of your Brawny Droid there are societal restrictions in the SWU to take care of it not mention tangible ones. Tanglible fixes being restraining bolts and ion based weapons that are designed to incapacitate droids quickly. Societal fixes being that the galaxy just had to deal with the Separatist Droid armies and there are references in the fiction to the manufacture of battle droids being restricted (possibly abolished) by Imperial edict. IG-88 and 4-LOM being the only 2 combat droids in the Rebellion era that I can recall off the top of my head and I don't think 4-LOM is technically a battle droid, his chasis looks more like a protocol to me anyways. A player droid in EOTE would be pretty much bait for a stealthy jawa with an Ion blaster or restraining bolt/caller. If the GM cannot cope I think it is a failure of imagination and inattentiveness to the full scope of the rules. I haven't done a comprehnsive read of the beta rules, just the ones available in Beginner box, and it seems like a managable issue. I had a table of players with a cumulative RPG experience of about 60 years who created their own characters using the beta rules and even with a few botched rulings in their favor and I still had to be careful of a total party kill. Shaddai is one of my players and his Trando is formidable but he still got tagged with 2 criticlal wounds by the time they were able to get out of Mos Shutta. On the other issue brought up in this thread: In the Beginner box rulebook, Breach is stated as effecting the armor of vehicles and starships. I also take that to mean the 1breach =10 soak negation conversion, that is being bandied about is also in the context of vehicle/starship. Ships/vehicles have deeper pools of threshold than players or npcs so that makes sense. They should clean the wording up so that rules lawyers don't start exploiting crap like that. Pierce works fine to my mind. It will become more relevant as the players progress.
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