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NicoDavout

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Posts posted by NicoDavout


  1. I guess I'm in the minority, but I really liked NJO and the Yuuzhan Vong. I think what they did to the galaxy was exactly the kind of shake-up needed to give us even more awesome stuff like Legacy of the Force and the Legacy comics.

    You are not alone. I liked YV and LotF too. The problem with YV was that the series was much too long.


  2. Using the force die to represent biotic powers, each power will require a number of certain coloured pips to use.  So a barrier may require 3 white pips to activate a feature whereas a lift might require 2 black, etc.  The force die represents how element zero works.  Positive/negative current equals more/less mass, etc.  As a biotic becomes more powerful they will roll more dice.  There will also be some strain cost for some powers to represent the extra body energy required.  ie, biotics have a higher caloric need than most soldiers. 

     

    What do you say for this: the player rolls the Force die, white pips allows to activate a feature whereas dark pips allows to activate a feature too, but the character suffers strain as he is not trained well enough and the biotics become a burden for his organism? The more rating he has, the bigger chance he will have a white pips and can use biotics without strain. When he rolls both black and white pips he can choose which use and which not...or maybe he needs all of them.


  3. I convert NPC this way:

    1) Attribute dice number is EotE attribute value, round up for +2 pips. Use common sense when dealing with Tech and Mech.

    2) Skill ranks: 2-3D = 1, 4-5D = 2, 6-7D = 3, 8-9D = 4, 10+D = 5, npcs have skills exactly like in d6, dont waste time to make them like EotE.

    3) One or two special npc talents like adversary or command.


  4. I was thinking about it, orginally I wanted to create a new skill, but then I started to understand that in this system one skill can be used for completely different purposes. Mechanics is alrady IMO overloaded with possibilities, so I have chosen a Cool skill, as you have to keep your nerves when playing with that stuff.

     

    The attribute will be Intelligence. The skill depends on the kind of explosives:

    - Setting an explosive - Cool (cause it is easier to set something then to disarm IMO)

    - Disarming an explosive - Computers (electronic clock or something) or Coordination (some cables to cut), but you could also use Cool for everything.

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