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grover2000

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  1. Like many of you, I felt the ignore setback talents were problematic too. I agree 100% that we need to get used to the system and it is meant to be run with setback dice fairly common. This will help make the ignore setback talents more useful but they are still passive and GM dependent in these scenarios. Icebear and lstye have put it well. Players should be actively encouraged to frequently up the ante to gain setback dice. This is suppose to be a narrative system so why not let the PCs shine and get something cool from their talents? It would be great to outline some examples for new GMs: -The repairs take 1 day? I’ll do it in 6 hours! 1 set back die -I not only want to convince the base commander to provide me access to the base but I also want to be treated like visiting royalty! 2 set back die This also puts the initiative and action back on the players to come up with cool uses. It’s a really neat way to incentivize players to push the envelope. Most systems punish you for voluntarily upping difficulty but because of the nature of the talents (removes not adds and you get no benefit if there is nothing to remove) it actually mechanically encourages you to get into more difficult circumstances, which is good for story. I like it!
  2. But which rules inspire minmaxing? The RAW where optimal choice is always buy specializations first? Or the house rule where it doesn't matter either way. Removing the "optimal choice" frees players to buy what feels right for their character, without contemplating whether they would be better served by buying a specialization first. Yeah, the way I look at it is this --- "What purpose does the RAW currently serve?" Honestly, I think it's just a artifact of FFG choosing a quasi-class based system. Hind sight is 20-20 but it seems like EotE might have been better served with a classless system. I completely agree with those that feel the system shouldn't penalize players for the order they choose skills / specialties. It's not a huge deal in this system, but it is counter to the "feel free to grow your character organically. don't worry about mechanics" mantra. It's the job of a good system to back up the design philosophy and the way skill / specialty order currently works doesn't seem to do this.
  3. As the OP, this is a little of what I was originally getting at. From the source material, I'm not sure you can spin the Empire as anything but evil and that was done on purpose as the original trilogy was meant as a retelling of the classic good vs. evil mythology. Even within this mythology, there seems to be room for individuals who are not evil but have to do their best living within this system (e.g., by helping when they can, by just not being a total sadist, etc.). However, this really wasn't the point of my OP. I was hoping for a thought exercise, in the service of making a more interesting setting for an RPG, of "What if the Empire as an institution was actually a (objective) good for a large portion of the (human) population vs. the clone wars and the last hundreds of years of the decadent Old Republic"? What would this benign dictatorship look like? How would this manifest itself? For example, perhaps Imperial law and court systems are actually pretty fair for the common citizen and the Empire makes it a point to execute corrupt magistrates? This could be a remarkably positive change for common citizens who had to put up with a completely corrupt Old Republic system where you had to be rich or connected to win a legal case. In this universe, I'm not saying that the Empire wouldn't bend the rules, make people disappear, etc. when it needed to. However, this would be in the case of vocal dissidents and rebels. If you are disputing the right for the local Baron to confiscate your land, Imperial Justice might be on your side.... A second example, could be the availability of medicine and medical care. Perhaps the Empire makes it a priority to eradicate all disease from human worlds, even low tech worlds (it hopes that this will ingratiate generations to the Empire). There was a great Firefly episode where the crew robs an "Imperial" train and the loot ends of being medicine bound for needy colonists. These are the kind of cool scenarios PCs can get themselves into if the Empire is doing both "good" and "evil" acts. So, how would this reimaged Empire look like and operate? What other "good" acts could this Empire be doing?
  4. Yeah, this is more of what I was going after. A lot of the posts are about people rationalizing to themselves why their bad actions are actually not so bad or serving a greater good, which I think would definitely be part of making it a "grey" setting. But I was envisioning a universe where the Empire also actually did some real good as well. They actually did reduce criminal elements and pirates, build the equivalent of 'roads' and 'aqueducts', etc.
  5. Given what we know from Episode I-III, V, VI, and EU, it's hard to think of the Empire as anything but evil and on the wrong side. But after only watching A New Hope, it seemed like the average citizen might be much more pro- or neutral Empire and I think it's an interesting take for an Edge of the Empire campaign. After all, didn't Luke and his buddies want to go to the Imperial Naval Academy and become pilots? Given Palatine's secrecy and propaganda, I would think a lot of worlds would see the Empire as much needed stability after a chaotic Clone Wars, much needed "law and order" after living in a corrupt and fading old republic, etc. And much like America today, many people were willing give up their civil liberties to be "safe". Yes, ultimately there is evil at work but I like to think the day to day Empire is much more of a grey state -- yes it's totalitarian, racist, and will use downright evil tactics to maintain its power (blowing up planets, etc.) but not many people are exposed to or aware of the more wanton acts of evil. The Empire also perhaps doesn't outright exploit every planet and people and for many humans may provide a safer and more pleasant existence than the old republic or outright war. Not every Imperial ship captain is an evil sadist, the empire provides free medicine to human worlds and tries to build them up, etc. Thus the "face" of the Empire to many citizens and even local rulers would be of benevolent dictator and only when you get in the way or discover the truth does the evil show. (as contrasted to Darth Krayt's Empire where atrocities were committed out in the open and there were a bunch of evil, sadistic sith running around out in the open and publically leading the empire's troops). This might not be canon but seem like it would provide some interesting backdrop for those that wanted to play in a less black/white world.
  6. Yes, this is a similar list to what I was thinking. I understand how you can have these as separate skills and distinguish between them but I think there is a compelling argument to combining them as well. I think it would be interesting to know why the choices were made. If most of the time characters are going to want both skills to flesh out the archtype then I'd rather go with combine, but if there are interesting combinations where someone might have one without the other than it adds some value. Perhaps the reason for splitting some of them was spotlight considerations. If the Pilot (Planetary) and Pilot (Space) experts are separate characters then you avoid one character being the spotlight character in all vehicle situations. Same with Astrogation and Computers. You could have the combat monster pick up ranks in astrogation so she becomes useful in noncombat space travel but doesn't overshadow/duplicate the tech guy, since she can only do that one thing with computers. It doesn't bother me either in the sense that I think it's a perfectly playable set of skills. I just think it's interesting from a design perspective and it's sometimes helpful to know the intent of the designers. They did choose to combine some skills that are often separated, which I like. For instance, Education is the "science guy" skill which SAGA split into physical, biological, etc. Unless you are running some kind of group of scientists campaign, splitting these never made sense to me.
  7. Ok, these replies are making me more confused. The Familiar Suns Talent says once per session you can make a Hard Knowledge (Core Worlds) or Knowledge (Outer Rim) check and if successful you know the planet's environment, where habitation could be found, and hazards. You seem to be arguing that the Knowledge skills give you access to much broader information, which I wholeheartedly agree with. So why would you pay 15xp for a talent that lets you make a hard check to get information I would think is already baked into the skill? That's why I said "undermined'. Whenever you have a special ability that someone needs to pay resources for that allows you to do X, it implies that you can't do X without it. I think the Knowledge skills need to stay broad to be useful. Maybe the intention of the talent is that you can make a Hard Knowledge (Core Worlds) or Knowledge (Outer Rim) for planets in unknown regions? I don't know. I'm just trying to make sense of it and was hoping someone that was in the playtest knows the intention of the Talent.
  8. Just got the Core Book and it is awesome. I love a ton about the system -- more narrative focus, gradations of success, obligation, etc. I wasn't involved in the playtest at all and was surprised at the number and some of the skill choices however. It's pretty good and certainly not horrible (ala Use Rope, separating all the science knowledge skills in SAGA, etc.) but I still scratched my head a little. Especially with the trend in other modern games (FATE Core, D&D4e) for more streamlined skill lists. For instance, Astrogation as a standalone skill? The knowledge skills also seem to be undermined by a few talents. The Talent Far Suns (I think this is the name) is fairly deep into a tree and allows you to make a hard check (including core world check) to find out about a planet's culture, etc.? Isn't this what the skill is all about in the first place? I could see this as a talent for a newly discovered planet or something but even then it seems weak. Certainly in my games I will be very lenient in letting players declare facts (like FATE) with Knowledge skills and also perhaps add a dice as "create advantage" as a maneuver using their knowledge depending on situation. I also will probably use something like Diaspora's social combat resolution mechanic to run extended non-combat encounters (even non-social ones) as this can also allow Knowledge skills to shine. How has the skill list been for those of you who have played the game? Have you made any house rule tweaks?
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