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invictus_1693

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Everything posted by invictus_1693

  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.
  16. Also throwing in my 2 cents to anyone on the fence: this book is brilliant. All the trees are really exciting and unique, TONS of really awesome Ranged (Light) weapons, and now characters can fight with a sword and dagger in true style! E.g., Vibro-rapier and Blade Breaker. For GMs like myself, there's tons of great outlines for smuggling, travel and other things. I love the showdown rules.
  17. You've gotta think like more like a smuggler. I love the idea that I can push my luck as far as it can go, and still have an ace-in-the-hole to escape if things go excessively pear-shaped. Imperial Star Destroyer got me in a tractor lock? Actually these two destiny points say I dodged behind another ship and jumped to hyperspace just in the nick of time . Unfortunately that signature ability only works in personal level combat, not when the ISD is bearing down on you, guns blazing. Huh, that strikes me as odd to have a signature ability unusable in space combat in a book about smugglers. Well, I'm sure if there's no easily-discernible reason for it in the book, a good GM can allow it when it makes sense regardless. WAIT WAIT WAIT There's an upgrade in the tree that allows you to use it for any vehicle situation, and upgrade that allow you to take allies with you in personal-scale combat.
  18. One thing that the Imps and some pirates do in the EU is an artificial "gravity well". It's a large device that can be turned on or off, mounted inside of a large freighter or Star Destroyer. It creates a gravitational pull (or perhaps imitates one to sensors) strong enough to fool a navcomputer into thinking it needs to drop out of hyperspace to avoid an unplanned gravity anomaly. I'll confess to only hearing about this from an old 90s module "Operation: somethingsomething" but thought that it was a great idea for a Imperial trap or pirates raiding people.
  19. If there isn't anything to believable throw in the way of the big vehicle combat (space station, debris, cap ships, asteroids, etc) then I make sure to keep the combat under 3 rounds with a very clear goal (get here, protect them, etc). If I can throw in some kind of environmental factor then it gets fun and we'll spend most of a session on that combat. For example, toward the end of one story arch my PCs had two ships and were flying above a junkyard planet getting chased by Ties. They found a huge "junkyard jungle gym" that was tons of spire, holes and caves in the junk and fled through there; lots of piloting checks were made to avoid the junk and get around stuff. The party felt great because it was an opportunity for them to out-fly the Imps with their skills and creative thinking.
  20. 100% - The percentage of Mechanics rolls that our Technician rolled Triumphs on while repairing the Blockade Bandit. 2 - the number of limbs lost due to high crits. There's a reason I always have them roll the 1d100. 4 - the total number of crits on PCs. 10 - the collective total number of purple dice they'll need to beat to heal said crits. 1 - the number of times a PC was incapacitated. 5 - the number of minions killed via repulsorlift skiff. 5 - the number of minions that the Bodyguard took out with one Melee attack after losing a leg. 1 - the number of party-owned, recently stolen YT-2400s destroyed via thermal detonator. 1 - the number of roofs shot with an exploding bowcaster quarrel to make a secondary escape route. 1 - the number of generally disliked major NPCs who still caused player grief upon what seems to be their violent demise. 1 in 300 - the chance that all the negative dice came up blank on the roll to fly the Blockade Bandit out of Scrapheap Point. They did. 14 - the number of 3- to 4-hour sessions that Beyond the Rim took from start to finish. 4 - the number of excited players with lots of new money, gear and battle scars. 1 - the number of still-new but very excited GMs running this campaign and chomping at the bit to throw them into the next adventure. Thanks to everyone for your intelligent conversation and advice so far. Looking forward to a whole lot more GMing in this system and the awesome stories in helps us tell in a setting we love.
  21. Here's what I do - I already keep a list of Nemesis-level NPCs, totally statted out and with backstory, so that I can pull them out and tweak them if I need a fully fleshed out character for the party to interact with. What I have started putting on this list are "bounty options"; each of these Nemesi (Nemisises? Nemesissys?) have a bounty amount, who would want them turned in, and details about where they would hide or escape/fight tactics they would employ. The number you have ready for the party to pursue should depend on how comfortable you are as a GM improving. If you have a strong improv game, give them a list of 3-5 bounties when they go looking for one. If not, just have one or two that are really fleshed out that you feel confident running. Much better to limit their options a little if that means you can function better.
  22. I love the NPC sheets, definitely the most useful for my personal style so far. I'd love to create something like your Holonet Mail Reader for my players, but I'm not a programmer. Is there an easy/dumbed-down way to create something similar, even if it's a form-fillable website or a PDF/JPEG that I send to my players?
  23. I love coming up with unique abilities for NPCs. A Drall Doctor I cooked up to be the obligation guy for a PC of mine has "Sting Like a Bee", where he gets two additional ranks in Brawl (he usually has Brawl 1) when he uses "Pressure Point". Thus he can defend himself well but only in a specific way.
  24. Four out of my five PCs have signature moves available to them, except for the player playing a Technician/Mechanic; I'd like to not have him left behind (though his creative roleplaying does him the spotlight more often than others). Has anyone thrown together a Unmatched [something] or otherwise for Technicians while we wait? I'll come up with some ideas of my own and post them, but I'd love to hear if anyone else has some good ideas. Edit: Words
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