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Posts posted by NicoDavout
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I am looking for two players inerested in WH EotE game. I have started a playtest games, but players strted to drop after 1st sesion. I have one player who still wants to play, so I need two more at least. The scenario I run is called "Conspiracy" from a Warpstone magazine, a longer adventure. The next session is set for the 25th, 8pm gmt+1. Characters are pre-gen. If anyone is interested, please send me a pm.
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A player dropped out from our WH EotE playtest game and we are in need of one. Perhaps someone here will be interested to play as a rogue? We play "Conspiracy" scenario printed in Warpstone magazine. The next two games are scheduled on the19th and 25th, 8pm GMT+1.
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For me Vigilance is a skill for GM. Only he initiates a Vigilance check, never a player. Think of it as alertness, spot traps in the last moment, etc. Perception is a skill for PCs. They initiate the check declaring that they are looking/observing, etc.
I love the idea of Vigilance skill and separation from Perception skill.
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The game went well. I see that the skills from EotE are enough and I don't have to create a new one. Of course some had to be change, a lot of more Knowledge skills, but the EotE base is enough. (Un)fortunately there was no combat so I can't say anything about adjusting damage because of different damage rules. Will see soon. Playtesting on the Conspiracy adventure, perhaps anyone played it? Set in Marienburg.
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Thanks guys for all the comments, really good. I will switch from "always give a chance to roll" to "NO because of the story". This way I wont have to explain 2 Despairs which I've got on the last session. In the end I decided that a character has really bad luck and a chandelier fell down on a player's head
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Question to fellow GMs.
Situation - the NPC has his agenda/view (part of his background story) on something and NO WAY he is going to change it. PC of course approach him and wants to convince him. Should I tell the PC that he does clearly see that he cannot convince the NPC and there is no roll even OR should I allow him a roll giving a lot of setback etc.?
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@NicoDavout: Thanks. Maybe if this turns out well, it might be just what you are looking for. But I certainly understand going back to 2nd Ed. I personally don’t like the combat in 2nd Ed at all – but otherwise I think it’s a fine system
In the end I did not give up!
Tomorrow hopefully I will run the first session using EotE system. The skills are a mix of EotE+WH3, but I use all the Characteristics from EotE. Careers from WH2, most talents and some skills became talents. Critical Hits from WH3. Items from WH3, but I reduced damage by 3 for now as each success will give extra damage as in EotE. No mages/priests yet. Paragon and Chaos Fate Points like in EotE. -
Interesting topic. I have just returned to WH world and was looking at the new edition, but comparing it to EotE it is too boardish for me. Too much details which happily were not put into EotE. I could take EotE system and easily use it as a base, but too much work with magic and priests. In the end I will use WH2, but good luck with the project Croaker13.
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The latest version of the rules should be soon available with AoR.
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NO for overflow of needless weapons. E11 or E11a or E11c4? I need more examples of equipment that was not published in the core rulebook, but I dont want tons of blasters pistols different only in some unimportant details.
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I really don't care about EU stuff. From the Prequels you can see that most of the Senate is composed of non humans. The Senate was responsible to give powers to Chancellor become Emperor. It took 20 years to close the senate. Before that, I assume the Emperor needed a good lot of support from the Senate.
I think you guys are seeing it the wrong way. The Empire took care of military and security for all the planets in the Republic. Non humans liked it. The Empire used clones (and then non clones) for their forces.
The humans are cannon fodder and the other races prolly liked. They compose the "Mighty" Imperial Military (Army, Navy, Troopers) to secure the empire from external threats (outer rim planets and orgs)
Local security forces ("State Police", if you will) will be composed of their kind, of course.
We must forget most WEG nonsense from years before the Preqs.
That's my 2c.
I dont care about prequels made by G.Lucas who may tomorrow decide that it was Jar Jar who shot Greedo and say that he had such vision from the beginning just could not implement it
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There were no aliens in Imperial Army as far as books, comics, games and RPG books show (at least I dont recall any), except for some individuals on higher positions. The local forces were seperate from the Imperial Army and consisted from the local population, but were not part of the Empire's forces. The first aliens are mentioned in Darksaber book and later in Legacy comics.
As for the Rodia example, there is an Imperial governor plus a standard Imp Garrison in each city with an official starport. Rodians have their own fleet supported by Imp Customs patrols. But it looks like Imps do not move their noses out of the bases and in the countryside Grand Protector rules as he wants.
To show other examples, on Bothawui there is an Imperial Consulate with 300 stormtroopers. On Kothlis there is an Imperial Consul-General with 36 Imp soldiers and he also pays for mercenaries that stays on the planet as an additional defence. In addition Bothans have their own, seperate forces.
From SotE Planets Collections supplement.
So things vary from planet to planet.
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You could always steal a page from WEG, where Galaxy Guide 6 had .5 hyperdrives as expensive and rare, but still doable. Of course there you're actually replacing the engine and not just overclocking the current one.
Yes, I liked the idea of complicated maintenance from WEG and SAGA editions. In this system I'd simply add Setback to each hyperjump to reflect unstable, home-made hyperdrive. More fun with a lot of Threats

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4 Rules to make SW great again...
https://www.youtube.com/watch?v=_joDNOpeWWo&feature=youtube_gdata_player
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Han Solo shots first, Thrawn Trilogy is the Episode 7, 8 and 9 and Rebel Alliance was created as in the WEG's sourcebook.
Signed, stubborn Rebel.

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Yep. Only damage is soaked, and that Strain is not damage.
Except for the Stun Damage (Passive) quality, there Soak works normally.
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Regardless what they publish, they have my money for the best system ever
. Just need now Mass Effect, Deadlands, Fallout and Deus Ex using this system and I can keep playing RPGs till the end of my life, only with a brake for Tapas y Cerveza
. Long Live Dixie...I mean FFG! -
Folks this is Disney. Cheap predictable plots to sell merchandise.
Likely our failed jedi is going to open the episode learn something from his holocron, and later in the finale uses his new trick to save the day, and leave his companions in awe.
Yea I am a pessimist, but i have learned in my old age not to get my hopes up.
So true..........long live Thrawn!
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I have the old version, but I think one can't be bothered with the AoR I should get the latest version of the rules.
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IMO, the GM should have a good reason to apply Destiny Point here for a red die, otherwise, he's just being spiteful. For example, if the players bought the parts from a shady salesman (maybe for a cheap price), who's to say the parts are reliable?
Shady salesman? Are there any not shady salesmen?

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More Jedis popping from the huts or hats. Just great....in a moment we will be able to gather the whole new Jedi Council! Hell, maybe even two?

What exactly does Luke do to blow up the Death Star?
in Star Wars: Edge of the Empire RPG
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It is that moment during the session when a GM simply allows a player to do something epic cause it is good for the story and looks nice (something makes big bum!).