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invictus_1693

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  1. I'm with you here. One of my favorite things is how the dice end up doing all the combat variables in one roll - Hit if you succeed, more success add more damage, and you can crit/get creative with the advantages and triumphs, all with just one roll of the dice instead of multiple instances (like D&D/Pathfinder/13th Age). That being said, we do roll a lot of dice at once to resolve that, and have to do a lot of mental math to figure out the result.
  2. This is how I run it. Examples: The party was without their mechanic for the session. They needed to somehow rid an abandoned escape pod of the swarm of dangerous bugs, so they took specific pieces of equipment they had (some vacuum-sealing plastic, matches, etc) and made a temporary smoke bomb. They subtracted the necessary stuff from their inventories, made a pretty difficult check, and succeeded. When the mechanic rolls contraption, we wait until we see if he succeeds, THEN we say "how did you do it?" and he doesn't need to remove anything from his inventory.
  3. Most of the time this is how I handle it with my group, usually when they're in a town or area that would have multiple merchants. Sometimes there'll be one specific person that they know who has a specific kind of product or a list I've prepped beforehand (that's more uncommon). Welcome to GM'ing! It is a scary and dangerous land that only becomes more rewarding as you delve in.
  4. Perhaps, that's your call! If you want to play it that way (e.g., the Customs Agents don't take bribes), then make the characters aware of the high risk of smuggling to Coruscant. If they know beforehand that failure means jail or fighting their way out, then they fail, it's totally fair!
  5. You could set it up so that if they fail to hide their contraband, instead of jail time the customs officer asks for a bribe, and have that bribe cut way into their profits on the job. It makes failure interesting and risky without sending them to jail.
  6. You made a creative way to make your players think outside the box without directly nerfing their abilities, thus increasing the fun and enjoyment for all, by bending the RAW just a little? HANG HIM AT DAWN!!! In seriousness, that sounds like a great move! Did you find the bookkeeping becoming too tedious?
  7. I'm unsure. Here's the exact wording of Unmatched Expertise: It says "reduce", not "downgrade." If it was downgrade it would start by turning the reds to purples then the purple to nothing. But because it says reduce, I'd have to go to the book itself and check how that affects red die.
  8. I don't use anything to represent ships in ship combat, except for a two-on-one chase scene, and even then it was just a paper with lines on it denoting range bands. That being said, my players are usually just in their ship, with at most one other friendly ship present, so it's been easy to keep track of. We do, however, use minis for the more involved combats. They're comfortable with the ever-present GM fiat that I decide what the ranges are, even if they look a bit wonky on the paper. It's mostly used to track how many groups there are, where they are, and what's generally going on. That being said, it could be even more fun if I keep that info to myself, have the players keep track of what's around them, so that they have to communicate and share information more.
  9. The Clone Wars have been a great reference point to me, and I use anything from the 6 main movies and the TV shows as the basis from my world, with one exception: the Night Sisters of Dathomir use a twisted version of the Force for their magic, instead of the non-Force magic presented in the Clone Wars when they literally raised a zombie army. It hasn't come up but it's the one thing in "canon" that I just can't stand. I've also created several creatures and locations in the universe that are only "canon" for our game, which has been fun.
  10. This system makes doing this very natural, for all sorts of checks. Any time they pick a regular "mechanical" effect of advantage, either quickly describe something that happens that helps or ask the player what their character does that helps out their buddy. It makes the checks and especially combat much more fun than "You hit. Activate a crit? Now he's hamstrung. You, take a boost die." Uuuuggghhh I'm cringing just writing that.
  11. Yep, that's correct. Also, is your GM stuck in the mindset that his BBEG/major enemies must all be fighters? I would structure things so that you have plenty of underlings to destroy, but the Boss-man/woman is elusive, resourceful and tough to actually get to.
  12. This is how I should have articulated it more specifically. Sorry for the delay, was running an ANR League night.
  13. It's around the introduction of the Night Sisters, the first time, when his daughter wrote. Check out that bonus material. Also, for a keen example of Dave visibly going "uuuuhhh... yeah, George, we'll do that" watch the bonus materials relating to the Zillo Beast episodes. Also, the flamethrowers in season 1. I need a blu-ray player first, then I'll definitely pick up the complete series in that format! TL;DR Dave Filoni is love, Dave Filoni is life.
  14. Dave Filoni has been the savior of Star Wars canon. If you go back and watch the bonus material from The Clone Wars, it becomes apparent (in my opinion, at least) that he and his team were doing as much as they could to rescue things from George's ideas, especially when they had to go along with them. Like the time they had to bring in Lucas's daughter to write a few episodes, per his request.
  15. I think having Ahsoka as Fulcrum is a great call, and a natural one. I do hope we get to see some of her personality come through; in the formal introduction we didn't get much chance to see whether or not she's still got it. It adds even more personal depth to the whole saga's storyline that she becomes one of the founders of the Rebellion after Anakin falls.
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