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Krieger22

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Everything posted by Krieger22

  1. Ah, of course. Didn't really think about the Blast quality being much less useful in space combat.
  2. I am a little confused about the talent "Ordnance Saturation" in the "Rise of the Separatists" era book. The talent description (page 41) states: "When the character [...] activates the Blast quality of a planetary-scale weapon, all ships or vehicles within close range of the target suffer damage equal to the weapon's Blast quality (plus 1 per additional success, as usual). My confusion stems from the fact that this is pretty much word for word the description of the Blast quality from the Core books. So what does the talent actually do that the base Blast quality doesn't?
  3. I think the attachment is supposed to remove the setback die from the wielder's use of Guarded Stance - not the target's.
  4. I'm just going to throw in my personal take on the Astrogation rules that I use in my campaigns. First, I assign a base time of 4 rounds for plotting any hyperspace jump. Then I add 2 rounds for every setback dice that route has (I assign from 0 to 3 setback based on how heavily travelled and well-explored that particular route is. In the Outer Rim most routes get at least 1 setback.) If the astrogator has the Galaxy Mapper talent it removes the setback dice but not the +2 rounds modifier; that is dealt with by halving all plotting times. Then, as soon as the PCs want (and are able to) they make their Astrogation check. With a single success they jump to their destination in the appropriate number of rounds. Each success beyond the first reduces the calculation time by 1 round to a minimum of 1 round. A Triumph can be spent to reduce the plotting time to 1 round, regardless. So at that point all they have to do is wait for X rounds until the nav computer spits out a course, then pull the lever on the pilot, copilot or astrogator's next turn. If they fail the check I usually have a couple of options ready. Since I don't bother with trivial Astrogation checks I always know when an important one comes up so I am somewhat prepared. Sometimes failure can add rounds to the time takes, to the tune of 1 round per failure. An alternative, if I believe hanging around that long will either get the players blown up or lead to a long, boring slog of a chase or battle, I have them enter hyperspace but reappear somewhere other than where they wanted to go.
  5. Yeah, what Whafrog said. I converted my old WEG Star Wars campaign to the FFG system last year and ported the PCs over at 1,500 XP each plus starting build XP, and I certainly had no problems giving them a challenge. The very flexible NPC build rules makes it pretty easy to scale the opposition to the PCs' power level; sure, you have to keep track of some talents for your NPCs but that's no different that keeping track of all the abilities of high-level monsters in a fantasy campaign like Pathfinder.
  6. Going back to the old West End Games source material on Tatooine it's specified that Tatooine had an Imperial governor in (I believe) Anchorhead, and his total military force consisted of a single squad of stormtroopers. So while there was an Imperial presence before ANH, I think that's what you could safely refer to as a token force.
  7. The uniqueness is best represented by attachments and mods, in my opinion. That way the weapon isn't only unique, but the player gets to decide exactly how it is unique. By all means give it an extra quality or two, but leaving it a few free hardpoints for the player to do with as they please is often more fun that an all statted-out superweapon with no flexibility. And just a small warning about Wookieepedia; it's an awesome, invaluable resource for anyone playing the RPG, but keep in mind that a lot of the articles there are written by people with a particular fetish love for the subject at hand. When using Wookieepedia as a source for item and ship stats you need to have your fanboy filter dialled up to the max.
  8. My approach it to award XP at the end of each session and let the players advance skills and existing talent trees right there and then. Learning new specializations and signature abilities can only take place between adventures, and I do require some justification from them as to how they learn these things. Although if someone can't come up with any I'm happy to supply them with one; I'm not doing it to be contrary or to prevent anyone from developing their character the way they want, but I feel that taking on a new specialization should be a fairly important decision (in most cases, anyway) like quitting your old job and getting a new one IRL, and not just a way to get a fresh batch of skills and abilities. An example: In my EotE campaign the group's Smuggler - Thief/Scoundrel wanted to get the Assassin specialization. Since there's no way a bounty hunter guild or government organization/military would teach a (literally) wanted criminal how to assassinate someone I let the player know that his best bet was with some criminal organization that deals in that sort of thing. I supplied him with three option: a Hutt cartel (the campaign takes place in a sector bordering on Hutt space), a local interplanetary crime syndicate, or a mysterious organization of freelance assassins. Either one would train him, I told the player, but at some point odds were good that they'd actually ask him to, you know, murder someone for them. The player went for the mysterious organization, got the specialization, and then flaked on them when they sent him out to kill his first unsupervised target. So now the player has the specialization he wanted and I have a new mysterious antagonist I can throw at them when I feel like it and have become part of that player character's personal story. A win-win, in my book.
  9. I don't know anything for certain, but odds are good it will be reprinted. If FFG has sold out their whole stock then there's clearly a demand, and no retailers like seeing a demand go unfulfilled.
  10. I don't remember ever seeing anything about Pierce not applying to stun damage. In fact, there are weapons (such as the CryoBan rifle from Disciples of Harmony) that has the Pierce quality and specifically only does stun damage. So I'd say Pierce applies to stun damage as well - although that's just my personal opinion.
  11. As others have pointed out, Leadership applies any time you're trying to get a group of NPCs to do what you want. I recently ran a chase scene through a crowded city for my players, and one chase check took place in a crowded shopping street with people packed shoulder-to-shoulder. In lieu of the standard Athletics check to determine chase progress, on that round they all had to make Leadership or Coercion checks to get people to move out of the way. My point is, feel free to be creative and set up situations where "underused" skills get to shine a little.
  12. All of them? Seriously though, everything benefits from additional (free) manoeuvres. Whether it's because you have abilities that can activate with manoeuvres, or you have strain-expensive abilities that would benefit from you not having to spend strain, and so on.
  13. Given the conflicting depictions in the various source material, I've mostly just gone with the colour descriptions from the old X-Wing games; lasers are red, blasters are also red but with shorter "bolts" and a higher rate of fire (Slave 1 vs. Obi-Wan in the asteroid ring in Attack of the Clones) while ion cannons are blue. Imperial turbolasers are green, while Alliance turbolasers are red.
  14. I'm so glad you were able to restrain yourself, because that would have been a mean thing to do.
  15. As someone who lives in Norway, where the book is unlikely to be available for at least another month, I have great sympathy for your suffering. Oh look, I need to replace this dial on my sarcasm-meter. It just exploded.
  16. There's a pretty good chance of that, although it will probably depend a bit on when the book was done/sent to the printer in relation to when the movies came out.
  17. Yeah, that's possible. Those two tend to blend together a little in my head sometimes.
  18. Bad news, everyone. The ships carrying the books ran into a small... problem in transit. Full update here: Shipping update
  19. If the weapon has the Limited Ammo quality then it uses one ammo when fired normally, plus a second ammo when you trigger Linked. I'm pretty sure this is in one of the books, but I can't be bothered to search for it right now.
  20. I imagine that if a player wants the Retired Clone Trooper spec without being an actual, you know, clone, it could easily be rationalized as him being a veteran of some other military outfit. No need to be quite that rigid about interpreting specialization titles.
  21. I did some tweaking of the Move power as well. I simply ruled that the various upgrades (Strength, Magnitude, etc) don't stack but has to be activated individually for one Force pip each, and cannot be activated multiple times. So far it seems to have solved the problem of Force rating 3 characters throwing YT-1300s around.
  22. As soon as you start shooting at someone with a defensive talent like Adversary, Dodge or Side Step those red Challenge dice are going to be cropping up a lot. Then there's the GM flipping a Destiny Point to make your life more interesting, that also upgrades to a red. So no, unless your GM is going abnormally easy on your group then you haven't wasted your XP. Although I should point out that if you have the Space Clip talent you don't really need to carry Extra Reloads around. Spare Clip ensures that you don't run out (at least not from dice results) of ammy in the first place.
  23. It depends on how involved you want this to be, and how many checks you want them to make. If the character controlling the cranes is providing interference while his companion runs away, I'd have the that character make a Mechanics (or possibly Computers) check where for example the first S and every SS beyond the first adds a difficulty die to the pirates' Athletics check (I'm assuming a chase scene here) and every AA adds a setback die to same. Quick and easy. If you want it to be more of a combat encounter, I'd say that dropping a crate on someone is an action that requires a Mechanics check as an attack roll, and does 10 + Successes damage to one pirate. For every AA on the check one additional pirate could end up under the same crate. I'd add the pirates' ranged defence as setback dice to the Mechanics check, as well as one or two additional setback dice to simulate the character having to eyeball precisely when a pirate is direcly below the crane; gives the PC some value for his XP if he's sunk points into the Gearhead talent.
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