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FuriousGreg

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  1. I don't disagree, in my previous post I suggested just making a Droid and narrate as a cyborg. If you want it to be a meat brain drop the Force immunity and allow them to use the Force and if you play it as a full machine brain you keep it as is.
  2. I think you should watch it again because I'm pretty sure Dr. Ito says she has a living, human brain. There is also a scene near the end where Alita slices whatshisname in half and we see his brain goo...
  3. Mechanically I would go with having her build a Droid with a minimum of 2 for Intellect (because that's the normal Human INT). She'll have all the same benefits and disadvantages of a Droid but you narrate her as having a meat brain. Because she'd have a meat brain she would not have Force immunity but she'd also be able to use the Force. Now this could be a sticking point if you are worried if the PC could become OP but as long as she doesn't have Immunity and the ability to use the Force, and you think the player can handle not going all Munchkin, you should be fine. PS. Just as a note, I don't actually remember if it is illegal to build Droids that can pass as organics (I think it may be) but we have never seen one in the setting so I'd suggest you discuss this with the player and make it something she has to hide, like a Force user hiding from the Empire. Maybe add setbacks when interacting with both Droids and Organics if her true nature is discovered, or maybe even being hunted as a danger to society. Considering how Droids are treated and the rarity of Cyborgs I think making this a role playing hook would really add to the player experience and would fit well in the setting.
  4. Not really. There is more than one data point: there is the one you've laid out and there is the rest of the RAW. There are several examples of increasing difficulty for multiple targets that follow a similar pattern to Auto Fire that to increase the number of affected targets you increase additively not exponentially, and no examples in the RAW of the kind of doubling you mentioned earlier, that's a data point. It's not a direct comparison but an example of how the system deals with additional targets. As I mentioned earlier because there are no direct comparisons so you have to look at the RAW for patterns. Unless you have the Talent Spitfire (FC pg33) I do see your point but it's too myopic, you have to look at the system as a whole not just individual rules otherwise you'll miss something important. Regardless there is a rule for using multiple weapons, it's Two Weapon Combat: you are limited to two one-handed weapons. So sure, if you're going to House Rule you can rule it any way you want but if you want it to be consistent within the rest of the RAW you should look to the closest similar rule as a guide.
  5. Actually we do. There is no instance within the RAW where you double in the way you've mentioned for any reason but there are examples of adding difficulty as people have suggested here, one of those rules being Auto Fire. So if presented with these two options you go with the one that changes the least within the RAW, sort of an Occam's Razor of House Rules...
  6. If the objective is killing each other I'm going to go with Jerserra. The Pirate Queen is the leader of what is essentially a smash & grab operation, yes the Vield Society has some aspects of a cartel and she has access to a lot of ships and personnel but her operation is still a blunt tool more suited for piracy than assassination. She just doesn't have the right tools to take on Jerserra. Her secret identity is helpful but a determined and experienced hunter with a team of agents like Jerserra has isn't going to take very long to either figure out who is who or just find the whole counsel. Jesarra's syndicate would easily find and infiltrate the PQ's fleet because that's what they do. Then it's just a matter of working their way up the ladder of command until they identified the right ship, location etc. and create an opening for her to get in. Remember Jerserra is a trained and powerful Dark Side Force user supported by well trained, experienced, and dedicated agents, once she finds the Pirate Queen it's basically all over.
  7. I think too many people get caught up in this idea that it's a contest of damage potential and not an role playing game, but to each their own The RAW is clear you can hold two two handed weapons and narrate it as if you're blazing away with both, an awesome scene for sure, but mechanically you only roll for one because Two Weapon Combat only allows one handed weapons, so nothing to worry about. As a GM I House Rule as little as possible partly because I don't want to have to remember too many, but especially I avoid changing rules that will increase a PC's damage potential. It's hard enough to keep combat challenging and dangerous, as well as keeping my well crafted and badass BBGs alive very long with reasonably experienced and outfitted PCs as it is, why should I make it harder for me?
  8. The Devs had plenty of opportunities to address this and they chose to leave it at the current Two Weapon Combat rule, and I suggest leaving as it is. You have to remember that the RAW isn't intended to be a simulation but a narrative combat system and the limits provided are there for balance and gameplay reasons. A combat roll isn't just your shot(s) but result of your action within the scene, that's why you can spend your Advantages and such on related things within the scene not just against your target. As for how many weapons you can "logically" hold it isn't relevant in this kind of system, all that's relevant is how many you can use to create the dice pool and that limit is two. You can narrate it however you want saying that your PC was blazing away with all half dozen of your pistols but mechanically the Devs have given it a hard limit of two weapons per Attack roll. salamar_dree also rightly points out that you have to count the ENC as well and six pistols is at least 6 ENC, and likely more since if you're going for Damage you are probably using Hvy Blaster Pistols. So keep this in mind because you aren't going to be carrying much of anything else (unless your GM ignores this really important balancing rule). Further if do House Rule it to extend the Two Weapon Combat rule and add more difficulty dice for more than two weapons then realize that you are going to miss a lot until you dump a good amount of EXP into your Skill and Agility... I know this sounds like a buzzkill but just remember what I said about narrating your character doing the six blaster barrage because that's the core of this system. The only limits are mechanical not storytelling.
  9. As others have mentioned it's your game so it's your rules and because you're new to the system it's fair to put in limits until you get more familiar it. As for the differences in relative strength between the different careers and specialization you will find in time that they are all pretty well balanced so one choice isn't going to be significantly better than another. FFG has split this franchise into three main "sets" but the rules for all of them are exactly the same, the only differences are the Careers and Specializations available, a few Talents and available Skills, and more Force Powers. In case Player X didn't let you know the Padawan Survivor specialization if from the Dawn of Rebellion Sourcebook so it does not contain new rules just setting information and some setting specific specializations with a Talent or two not in EotE. Basically it's not going to make it harder for you as the GM as long as Player X brings the book with them so when they use a Talent not in EotE you have it to look at if there is a question on how it works. Since it's just a Specialization I would suggest letting Player X take it because it'll make them happy and it wont make thing any harder for you.
  10. The thing with the RAW, and this is common in all RPG RAWs, is that they assume you know and apply all the normal rules unless specifically mentioned otherwise. They do it for space reasons as well as to not repeat rules for every instance so both Players and GMs should always assume all normal rules apply to every piece of equipment, Talent, Power, Attack, etc. first then see if there is an exception. Also FFGSW can be a bit inconsistent and some of it's mechanics are spread over several chapters and it's easy to understand why people could and do miss, misread, or misapply the RAW sometimes. And let's be honest, a lot of players and even some GMs haven't actually read every page of game mechanics, they skim or not bother with the very basics because they've played it before or think they know more than they do. Plus reading game rules can be like studying for a test and we all know how fun that can be...
  11. Well, they may have completed the mission before the reinforcements arrived but that doesn't mean the Empire said "oh, well.." and turned around. They would still show up, find the ship, and start excavating it. So your PC's are probably going to find a Star Destroyer in orbit and that ship being taken apart...
  12. As others have pointed out the Brawl rules are actually well suited to represent cinematic fights, just as ranged works for ranged encounters, and melee for melee. They don't always seem to work well together in every encounter, mechanically their fine, but you really need to narrate them well to keep them feeling cinematic. If you're the only Brawl PC in a gun fight you're going to have to be really creative with your narration and how you spend your Advantages to get the most out of the scene and worry less about judging your effectiveness by how many enemies you drop. One thing I've done as a GM that really helps, especially if you have more Brawl and Melee based PC's, is to remove the Stun Quality from Blasters (I allow it as a Mod if a Player really wants it). By removing the easy option of just Stunning with the same weapon you kill with, Brawl becomes more important if you want a non-lethal outcome. I'm old school and I never liked that WEG and some of the early books added a Stun setting to all blasters, it was a plot necessity in Star Wars to capture Leia but it should never have been added to all weapons IMO. I understand why, so that PCs would have the option to not kill all the time, but I never liked it because it changes the dangerousness of pulling a gun out. I'm of the opinion that when Han, Luke, Leia and well, anyone pulled a blaster they meant to kill and that gave those scenes tension. Pulling a blaster should change the dynamic of any scene... but I digress. So anyway now my players have to either bring a dedicated Stun weapon, or devote a Hard Point on their weapon, use other Skills (Charm, Coercion, Negotiation etc.), or beat them into submission (Brawl). It's a seemingly minor thing but it really does add something to our games and it makes being able to Brawl well way more important.
  13. I'm a little curious as to why anyone would need prices for these. Whats the point of knowing?
  14. I agree. Further, some of the new things they add seem more to fill the required number of things each supplement has to have (3 species, 3 Specializations etc.) rather than what might really be missing or unique. Worse some of those books actually do have a few pages of really useful stuff that really should have been part of the CRB.
  15. Yes and no, IMO. Part of the design choice of the system, until the era books arrived, was that it was to build the type of character you'd find in the Rebellion Era so it covers so it covers how a new Jedi would learn without any, or very limited and long ago, direct Jedi Temple experience. We cannot underestimate the value of having all the resources of the Jedi Temple on a PC's development. This means that PCs in this era are necessarily going to develop differently because they don't have access to the many different masters, classes and data available at the temple, if they even have access to a master at all. The system works pretty well by forcing the PC learn from several talent trees to cobble together their mostly un-directed development. The universal Jedi Master tree condenses some of this to represent more standardized training that's just not available any more. Keep in mind that even if the PC has access to a Jedi Master for training that Jedi is going to have their own strengths and weaknesses and can't send their student to another master to fill their gaps in skill or knowledge. Anyway I think if you are going to play in a pre-Rebellion Era when the Jedi Temple was still functioning then it makes sense to use the specific trees and specializations in those era books but if you aren't you probably shouldn't. At least that's how I see it. PS. People generally don't play 60 year old Jedi masters but I'd agree if a Player was playing an older Obi wan then the universal tree would be appropriate.
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