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Krieger22

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  1. Like
    Krieger22 got a reaction from SufficientlyAdvancedMoronics in Cybernetics and sunder   
    If you allow someone to sever a cybernetic arm or leg with Sunder, you really have no logical reason not to let them use it to sever an organic arm or leg as well. Things might just go a bit downhill from there.
  2. Like
    Krieger22 reacted to c__beck in Ordnance Saturation talent   
    The blast quality, when triggered, affects all targets engaged with the initial target. Engaged is a personal scale range. Vehicles operate on planetary scale and don't have the Engaged range band. Note that on a miss, you can still trigger it (with three advantages) to still hit the initial target.
    "Close range in planetary scale is slightly farther than extreme range in personal scale…." AoR252.
    So the talent lets you treat Close range as if it were Engaged for Blast weapons.
  3. Like
    Krieger22 got a reaction from StriderZessei in Starting Equipment and Rarity   
    After studying the equipment lists I figure on limiting my players to picking rarity 5 or less for weapons and rarity 3 or less for everything else. I prefer having them obtain better gear themselves through effort or purchase in-game. In my experience, it also makes them appreciate the gear more when they have to actually go out there and get it themselves.
  4. Like
    Krieger22 got a reaction from Rithuan in Gruesome Injury--permanent?   
    The difficulty is for healing the Critical so the character won't get a +10 to all future critical rolls. The loss in Characteristic is permanent.
  5. Like
    Krieger22 got a reaction from StriderZessei in superior dual wielding advantage   
    I'd go with only the advangage generated from the first weapon being allowed. Then, if that check generates enough advantage by itself to allow the second weapon to hit, you could get one advantage from that too and use it for something else.
  6. Like
    Krieger22 got a reaction from StriderZessei in Force-Sensitive Exile vs. Emergent   
    While I agree that this can be a slight advantage, calling it a capital-letters HUGE difference is a bit of a stretch. 20 XP isn't really that much, a little more than a single evening's play in my campaigns.
  7. Like
    Krieger22 got a reaction from StriderZessei in How do you handle Signature Abilities?   
    Completely off topic, but did you know that the IMDb page for "This is Spinal Tap" gives a rating of up to 11 stars instead of the usual 10? I laughed hard the first time I noticed.
  8. Like
    Krieger22 reacted to korjik in Encumbrance of armor mounted weapons?   
    If you logic was being used, it would have been mentioned somewhere. Which is kinda my point. There is no need for a rule, or for a developer to make some sort of pronouncement, or for there to be any sort of confusion. An encumbrance 2 item has an encumbrance of 2. The armor mount doesnt change that. If it did, it would say so.
  9. Like
    Krieger22 reacted to CeilingSquid in Trends, Statistics, and Predictions!   
    *grits teeth*
    Could we refrain from editorialzing on TLJ's and the franchise's recent quality in this thread, mayhap?
    As someone who actually enjoys recent Star Wars ventures, the smug negativity is inescapable. Especially when it's taken for granted as the default audience response.
  10. Thanks
    Krieger22 reacted to whafrog in Piloting, is it overated?!   
    I treat all space encounters like a chase (with modified rules), so piloting is worth being good at.  Getting from A to B is quicker (less chance of getting tractored) and there are always the usual advantages of combat such as passing boost dice or upgrades around.
    I also added an Action "Never Tell Me the Odds".  This action allows the initiating pilot to set the difficulty, and anybody who wants to keep up has to roll against that difficulty as well.  The consequences of failure and threat are ship damage, crits, etc., so you can end up losing pursuit or even taking them out just by them crashing into asteroids etc.
  11. Like
    Krieger22 reacted to Ghostofman in Rise of the Separatists Era Book   
    I'm expecting something similar, though I'd swap will and presence. Clones need Discipline and Leadership, but not negotiation skills...
     
  12. Like
    Krieger22 reacted to Dayham in Rise of the Separatists Era Book   
    I always thought that the Seppies were intentionally generically evil bad guys to make the Republic and the rest of the galaxy scared, and the guy running the CIS was deliberately getting the most greedy, sociopathic, and outright bloodthirsty people into the upper levels in order to frighten the common people. Making it so that stories about the horrors of war stick out more "Although Seperatist forces under the command of Commerce Guild have respected the ceasefire, civilians have still been suffering in the besieged areas" VS "The Droid Army slaughtered another refugee center on Saleucami as General Grievous continues his mad quest to burn the Mid Rim to cinders." Thus, measures 'necessary' to the war effort are more likely to be accepted by the people. And any peace, even a negative one (Absence of tension as opposed to presence of justice) is going to go over better. Now who might benefit from that. . .
  13. Thanks
    Krieger22 reacted to KRKappel in Rise of the Separatists Era Book   
    Well thanks! I worked on this, and my contributions were featured in the stuff beneath the "Heroes on Both Sides" header (which is probably not the section you're talking about, but I'm gonna take the compliment anyway!) 

    This book was so great to work on. Before I got hired as a freelancer for FFG, I was doing fan RPG content for D20, most notably the 500+ page Clone Wars fan sourcebook. So being able to revisit an era I love so much was really special for me. So glad this finally got announced!
  14. Like
    Krieger22 reacted to Alisair Longreach in Rise of the Separatists Era Book   
    I suspect that the new specializations will all be Universal.
  15. Like
    Krieger22 reacted to kaosoe in FFG Developer Answered Questions   
    While this is a very good question, I would humbly request that you ask it on its own thread so as to keep this one lite on chatter.
     
    Thanks!!
  16. Like
    Krieger22 reacted to kaosoe in Unrelenting Skeptic makes lying impossible?   
    Some people like making characters that are hard to kill, some people like making characters that do massive damage. This example isn't very different. I would let them have their fun and seek to challenge them in other ways.
  17. Like
    Krieger22 got a reaction from Archlyte in The whole Imperial Army thing...   
    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.
  18. Haha
    Krieger22 got a reaction from FuriousGreg in DC-17   
    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.
  19. Haha
    Krieger22 got a reaction from Ghostofman in DC-17   
    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.
  20. Like
    Krieger22 got a reaction from Felswrath in DC-17   
    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.
  21. Like
    Krieger22 got a reaction from Urbane Spaceman in Astrogation Failure   
    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.
  22. Like
    Krieger22 got a reaction from SFC Snuffy in DC-17   
    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.
  23. Like
    Krieger22 got a reaction from ThreeAM in Astrogation Failure   
    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.
  24. Like
    Krieger22 reacted to whafrog in Using old high XP characters in a new campaign   
    That very much depends how the PC is built.  You can easily build a PC with well over 1000 or 2000 XP and still be a balanced character with weaknesses in some areas and strong-but-not-overbearing in others.  Gods at 1000XP only happen with 1.5-trick-ponies...Brawn 6/Melee 5 Wookiees who can't make a Fear check...and never put any XP into Discipline because the GM never made it relevant.
  25. Like
    Krieger22 reacted to HappyDaze in The whole Imperial Army thing...   
    I would actually go with the "middle ground" sectors having IA infantry. In the most developed of the Core Worlds and Colonies, you have your 'elite' stormtroopers because these worlds are so darn important. In the outback of the Outer Rim you don't trust the locals to form standing armed forces, so again stormtroopers are the answer. In the quiet and (presumably) loyal sectors in-between these extremes (like the Inner Rim, Expansion Region, and Mid Rim), local boys and girls can certainly fill roles in a standing infantry even through the time of Endor and beyond.
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