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Bahamaat

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  1. But how much of that is Maul's talents (and Force power: Sense) and how much is innate to a staff weapon? I think Jegergryte is right - Defensive 1 is good enough. Then talents/powers can nudge that up further (or a weapons tech can mod it to be more defensive).
  2. True, in terms of the EU I always felt the New Republic really failed to fire the imagination with new ship designs period - and what stand-out ideas they did have were often couched in terms of how buggy/problematic they were. I fault it as a blind spot in the authors who focused more on other elements (not saying those other elements aren't important or even more important, but that they drifted away from the WWII adventure serials Lucas drew inspiration from and that were an important bit to the movies). By the time we get to Cade and the Legacy era we get the Twin-Tail (not a bad look, but really should be the assault bomber of its era) and the star-nosed mole the Crossfire (which really has to take the ugly prize - most TIE Uglies being far nicer to look at), while the EU TIEs got sillier and sillier with more wings, more random stuff... they culminated in the Predator which actually works rather well as a minimalist all-offense interceptor design (I don't think we see a bomber/superiority TIE in the Legacy-verse). Jinking back on topic for a second before veering into another tangent, it's my one hope that the new films will finally overwrite that bland period and give us a "good guy" fighter that looks interesting on the big screen and it reasonably effective (without breaking suspension of disbelief). I was a little upset that the ARC-170s, Nimbus V-wings and Eta interceptors are brought forward into the OT era more. Sure they would be outdated and old, but those were good looking designs (often far more interesting to look at than the X-Wings, A-Wings and TIEs that were supposed to derive from them, in my opinion).
  3. Oooh, good one (the merc company/syndicate/guild idea) - that would be something really useful as most of those would not be galaxy spanning and would work great at the sector/subsector/system level (so wouldn't be stepping on toes of the Wookiepedia but still really immediately useful as clients/enemies/allies for campaigns) and the book of Force Traditions would be good (especially if it kept a firm hand on not everything being automatically allies of Jedi or Sith without falling into the trap of making the neutrals some sort of militant isolationists).
  4. Me: I've just seen games really hit rough patches or crumble altogether when books are spaced too far apart or are too specialized. In particular I'm thinking of the problems White Wolf, Wizards of the Coast, Margaret Weiss Productions, and Eden Studios had - the latter three in particular with licensed properties. Fanggrip: World of Darkness is not a game that leaps to mind when I hear the word power creep. What White Wolf game are you thinking about in this regard? (is it just me or is the scripting code on this board hard to manipulate quote boxes? too used to RPGnet I guess) Well, White Wolf was famous for their 13 splat books often being spread over multiple editions of the core rules (as in, by the time they got about 2/3rds of the way through the clans/tribes/traditions the main rules would have gone to a 2nd or Revised edition, if all of them ever got published - they never did finish the Changeling kith books and even the Wraith Guild books needed to be doubled or even tripled up to get them done before the metaplot finished) but there was a couple of big power jumps - the Sabbat books introduced some really broken disciplines and the Paths of What I Want To Do Anyway as alternatives to Humanity as a sanity meter. But to steer this back to the original point I'd like to see some of the careers doubled up. Bounty Hunter and Hired Gun would work well, Technician and Colonist would do okay (better if they also made it the "so you want to modify/invent stuff eh?" book as well - although in that case I'd swap Colonist for Smuggler for all your YT-1300 wish fulfillment desires). So career/theme book hybrids (encompassing a gear book, a ship book, etc). I'm sort of split over doing Sector Books (expanding on the write ups for the Inner Rim/Expansion/MidRim/Outer Rim and Wild Space from the main rulebook) or doing era books (Old Republic/Rise of the Empire+Rebellion/New Republic/Legacy) - guess that would depend on how the license is worded. A species book would be good too but the fanmade one is pretty awesome and I'm having problems where to fit it into a hypothetical production schedule (don't want it too late but you want it to be useful to F&D as much as EotE and AoR). So far I'm happy with what we've got. The only bit I'm not so keen on is a variant human species block in the Corellia book but in terms of type of books that's not a relevant complaint. So I'm still an interested buyer FFG - keep up the good work!
  5. I'm the generous one in the room on this I guess - the answer depends on what the player wants to do and the context. If the character dies (or is written out - having been retired, promoted to office work, gone off to train a padawan, etc) and the player has a concept for a replacement of roughly equal ability I don't penalize. If instead it's a replacement of "my twin brother, who also inherits all my modded blasters and armor, oh and my astromech and my starfighter (without obligation paying, and in addition to all his own starting cash)" or similarly no-concept/minimal-concept character who is just a mechanical improvement then no, sorry, you start a bit further back (not giving a hard number yet, need to get a better feel for the system in play at higher xp first). If the PC is going away because the player just isn't interested in them and wants to try something else (either the concept and the mechanics didn't match up, or the player ran out of ideas for playing the PC), then again I'd probably go with no penalty - these things happen and the narrative penalty is that there will be less built-in hooks for the new PC since the campaign wasn't planned out with them in mind although as GM I would be trying to give them at least something.
  6. By decompressed I mean the 6 career books would be spaced out over a long period of time, not necessarily the material in them would be less dense. Longer periods of time mean more things can happen that disrupt the process - including things outside the company's control. And creep/change is just a thing that happens in game lines - it isn't necessarily a bad thing, but it does mean books made before the new thing (be it a piece of gear, or a talent or just a rules interpretation change - like the one about weapon qualities requiring a successful (damaging) hit before activating, for example) are less useful/desireable than books made after the new thing. Another reason I prefer shorter, more planned out game lines. I've just seen games really hit rough patches or crumble altogether when books are spaced too far apart or are too specialized. In particular I'm thinking of the problems White Wolf, Wizards of the Coast, Margaret Weiss Productions, and Eden Studios had - the latter three in particular with licensed properties. It sounds like I am being negative, but I just don't want to risk bad things happening to a game I am really enjoying. My ideal - each line (Edge, Age and Destiny) gets 4-5 line-focused books and then they are done and if there is a second wave it's either a cleaned up edition change or it's entirely optional all-in-one stuff for all three lines (era books, gear stuff, etc).
  7. Which part do you see as a conclusion jump?
  8. I would have preferred they double up (at least) the career books - 6 books per core release is way decompressed especially when interspersed with other books (adventures, regional setting books, equipment books, etc), especially when mechanics and power creep render the earlier career books less useful then the later ones. Another possibility - combine books. Your technician book has all you modifications and gadgets (effectively doubling as a gear book), the smuggler book has more ships (ship book), trading mechanics, etc, the hired gun book has more weapons/armor, etc. (for AoR this would translate to your Ace having the vehicle/ships, your commando having the weapons/gear, your commander having some sort of abstracted mass combat/skirmishing etc).
  9. Those folks are almost universally Empire fanboys though. I think it is too high, because what do you do going forward? Does the E-wing or the Twin-Tail have Armor 8? 9? The X-Wing is already better than the Y-Wing in many other ways - and they are two different types of fighter, playing two different operational roles (one which calls for heavier armor and taking more punishment, the other seeing heavier protection as a drag on handling, speed and performance). The A-Wing and B-Wing are newer than the X-Wing, does that mean they get even higher stats? No fanboyism of any sort needed. Just a desire to not fall down the rabbit hole of stat inflation. X-Wings are plenty cool - you don't need to give them god stats on top of their other advantages.
  10. Especially how long military R&D and procurement contracts take to process.
  11. Some protocol droids are equipped with them. Others add it aftermarket or as an upgrade option at time of purchase and some are sold explicitly without a comlink and marketed as being more secure (because an integral comlink can make your protocol droid into a walking security violation - see Death Star protocol droids and the ISB backdoors). Why was C-3PO golden coloured? Well, in his case, being owned by pretty wealthy folks once he left Tatooine. In setting there can be a lot of reasons for any given incongruity (cost savings, optional add-ons, etc). Out of game the reason is simple - the droid player needs to buy the resources just like a non-droid PC, they just get the ability to call it an internal component. You don't get to say "I'm a 3PO unit" and get all of his stuff for free and then build your character from there.
  12. If fighters are required to counter fighters, but fighters can counter capital ships with ease, then why were capital ships other than dedicated carriers ever built? From the Essential Guide to Warfare (particularly pages 117-168) - a combination of ego, Tarkin Doctrine and logistical independence, with some planetary heavy lift capacity thrown in. The fetish for ever larger capital ships (and their astronomical budgets) was a big issue within the Empire, but the Emperor wanted shows of strength and didn't think swarms of corvettes and carriers flanked by the odd destroyer were sufficient (and those that opposed this idea, like Adar Tallon, grew silent as the Emperor continued to promote for ideological loyalty over actual merit or ability). It wasn't until you get into the Executor and the Eclipse-scale ships where a new reason emerged - the need for a ship that size to carry a planetkilling super-laser, but even then torpedo spheres were by far more efficient in terms of cost effectiveness and maintenance at that job. This is why crazy old religious mystics make for bad military leaders, and those that also are evil and have no concept of externality costs for lost vehicles and troops are so much worse.
  13. Your point should be well taken though. No player character is invincible, and some of these ideas can be used slightly less lethally. I really like the set up thing - makes for a good plot (or hell, campaign). Now the PCs need to make friends out of at least one enemy really fast or exceptionally bad things are going to happen to them.
  14. I don't know. Since crits are how you take out individual systems, it would be devastating to make it impossible to destroy gun turrets, engines, shield generators, take out hangars, etc. And the fragility of cap ships and similar super-weapons is something that in the Rebellion era (in particular) was sort of a known flaw in military development (it's the whole reason the Rebels were able to do anything at all to the Empire and was the whole point of ARC-170s, Y-Wings, B-Wings and the like). Maybe limit the maximum crit result possible for a smaller ship can do instead (so you can't blow up a whole SSD with a snub fighter but you can strip it of components until it's just a hull in space - total destruction requires at-level or better weapons), but then again - ANH and RotJ both had very large things taken out by very (comparatively) small ones...
  15. I know, I just got carried away with it.
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