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NicoDavout

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Posts posted by NicoDavout


  1. What if you have no skills in photoshop?  Hell I don't even own it.  I have Gimp, but **** if I know how to use it.

     

    I would like to help in any way so I can get a set, but without graphic artist skills I fear I and everyone who relates with me is going to be left out.  I have a copy of the book, so that isn't an issue.

     

    Then use the paint from windows. To do what THEDEARTH2 asks does not require anything more then paint.


  2. To my fellow European friends, always check www.bookdepository.com/co.uk . I've got my core rulebook there for 38E with free shipping while at the same time in the RPG shop in Nurnmberg they wanted for the same rulebook nearly 60E! Same for the dice - 10.5 E. Found cheap Beyond the Rim through amazon.co.uk marketplace . Owners of these shops/website own me a discount! :lol:


  3. From SW D6 3rd edition, for the EotE I'd give difficulty of 3 purple and 1 red.

     

    Hyperdrive class 0.5

    The best hyperdrive ever created is the class 0.5. No manufacturer creates such a delicate and unreliable piece of equipment. The only way to create a hyperdrive of this type is to modify a class 1 hyperdrive. Because of its inherent unreliability, class 0.5 hyperdrives are illegal under all, but the most unusual circumstances.

    The installation cost is around 15,000 credits, with the average unit weighing in around 20 tons. A typical custom hyperdrive job can cost between 50,000 and 90,000 credits, depending on the quality of the parts, the cost of the hyperdrive being modified, and the quality of work.

    A class 0.5 hyperdrive is very carefully tuned and delicate, so it tends to malfunction much more often than a standard hyperdrive. It requires a routine maintenance after ten hyperspace jumps and a DN 25 "Starship" Repair check to keep one running smoothly. If the maintenance isn't kept up, the hyperdrive suffers the normal penalties for lack of routine maintenance.

  4. Tricky skills, tricky names.

    Discipline is a Willpower skill from D6, also a Sense Motive from D20.

     

    Vigilance is alertness/spot/preparedness in one. You roll it only when a GM asks for it, never intentionally. The GM should use it for unexpected and problems.

    Perception is Search from D6, you initiate it. So if you are going to search the room, you may notice the trap with this skill, but if you just walk then it will be Vigilance check to spot the trap. Same for ambushes, skulduggery, etc.

     

    Cool, now that a tricky name. For me it is a Gambling skill as per Under a Black Sun rules. Plus to resist and init.

     

    But this is all only IMO.


  5.  

     
    This doesn't make sense to me. Isn't shooting beyond range and beyond the weapons maximum range the same thing? Also, increasing difficulty for shooting beyond weapons max range is a double hit because the range increase is adding a difficulty die too.

    If you really wanted to do it, I would upgrade 1 difficulty die for each range band beyond its max. The reason is you are pushing the weapon beyond what it's suppose to do, maybe even overcharging the weapon to get it to shoot further. It makes sense, to me, that despair should happen if you are shooting beyond max range. If you want to be nice about it, just say any despair = out of energy because you used it up by firing beyond max range.

    And yes if you had the Sniper talent the weapons max range is increased by 1 range band before this house rule goes in to effect.

     

    Bad wording, of course it is :). I can agree for an upgrade, but I don't like idea that I run out of energy because I shot out of range. I am not pushing my weapon, simply aiming at the longer distance. Rather character should hit something that will cause him troubles....like police speeder, innocent, something connected with the terrain/area.


  6. A house rule: Language skill. Difficulty depends on how much the language is similar to the Basic. Boost die/setback die can be added for simplified/complicated idea that a character wants to tell/understand. A beginning character starts with languages as in the description plus one additional language for each point in Intelligence above 2.


  7.  

    I would add one difficulty dice for shooting beyond range and in addition one difficulty dice and one setback dice for each range beyond the weapon's maximum. No upgrading since I would not like to see any Despair result just because some shots beyond the max range.

     

    So in your house rule, how would you handle the Sniper Shot Talent?  Simply allow one step increase free of difficulty mods?

     

     

    The author of this house rule is another person.

     

    No changes to the talent....at least for me:). With this talent you have no additional difficult die and setback dice.


  8. I read the space rules twice, but they are for me very unclear when it comes to move in combat. Since it is a narrative system I do not understand why the rules are still so detailed like for SW D6 in this matter. Moves, distances.....no, I bought this game for different kind of play. The dice system begs for simple-fast-action oriented combat. Maneuvers, detailed ranges? When I miss them, I will return to D6. Meanwhile let's roll these nice dice and try to narrate the results.

    Most of the space combat will be between PC's starship vs one or more fighters. Make it fast and simple. If the PCs want to escape, they can do it only if their ship is faster. Otherwise they have to jump to hyperspace or the enemy will always catch them. Simple mathematics, no miracles. Invest in ship, tweak the engine or otherwise be caught by swarm of TIE Fighters. The rule from D6 about power transfer can also be adapted here.

    However, if the PCs want to fight, let's roll. All PC's roll initiative, opponent's roll as a group unless there is some boss which rolls in such case separately. Before every round PC pilot makes a check against the group and/or the boss. Add a setback die for each roll above one - fighting a flight of TIEs is one, a flight of TIEs and boss is another, two or three flights of TIEs...its even harder. If he succeeds, than the gunner(s) get(s) a bonus to hit. Otherwise the opponent(s) get(s) it. Then they act according to initiative, other PCs may attempt sensors check to help gunner, jam communication or whatever. When it comes to pilot again, if he wants to do something more, he suffers a setback die due to fact that he is doing piloting and attempting to do something else (angle shields or shot). The GM may rule that in case of dangerous environment like flying through the asteroid field or death star, the pilot cannot do anything else.

    What about mass combat, what about capital ships that have many weapons with different ranges? What about it? Do it like in Star Wars movies, make a movie. Han is blowing shield, Luke is fighting the Emperor, Lando is piloting Falcon into death star and one rebel-hero-pilot destroys generator shield of the SSD. Only heroes matter, the battle is just the background, all is decided with our heroes! So forget about ranges, maneuvers and roll those beautiful dice and tell the story about the galaxy far, far away... :D .


  9. Obligation *may* be rolled in the same way you *may* roll to pick one; it's springboard roleplaying, essentially.

     

    I agree, but I am not that good GM to create a good adventure in a few seconds after an obligation check at the beginning of the session. Of course I can roll at the end of the session and prepare something later, but I still prefer to have a choice how I arrange and pop-up obligations during the campaign. 


  10.  

    Fantasy Flight, I get the not making a PDF available....I really do. But if you are not going to give us a searchable PDF, PLEASE....PLEASE...PLEASE make a more complete index.  The one given in the book is completely unacceptable...to the point of usually being useless. While a more complete index in the book would be nice, I would be fine with a pdf copy of just an index. That would make the lives of GMs much, much easier.

     

    Bah! You kids these days with your "Indexes". Back in my day, the first edition D6 game barely had a table of contents! Now get off my lawn!

     

    /em Rocking Chair

     

     

    I second that. Spoiled "kids"! :lol:


  11. I originally relied upon Computers for searches using electronic tools (sensors, hand scanners, data pads, etc), but with the way Surveillance was rolled into Perception/Computers in the beta I've realized trying to limit Perception to just unaided searching put too much width into Computers.

     

    My reasoning is that searching using a sensor system is essentially searching with the relevant tool, the same if you were using binoculars or goggles, or in the same vein as using tools for other actions (you need a comlink to converse across kilometers of distance, you get a boost/penalty depending on having the right tools for a repair, etc).

     

    Whereas Computers is for technical data-manipulation actions like programming, hacking, and making queries to databases.

     

     I've decided a ship's scanners are less about sifting through raw numbers and command lines and more about spotting realtime blips and scaled visual representations of ranges.

     

    +1

     

    I'd say it is simply a non-roll action where a PC checks the sensor readings. No skill check, like no skill check to check if your computer has a virus. You have to simply click on antivir program a do a scan, but it takes some time. Like in the X-Wing/TIE Figher games, you were either busy fighting or reading sensor.


  12. I have also a quick question, so to not open a new topic I use this one.

    Often, in a task description it says that when I have Despair result I should do this or this. However, mostly the difficulty is based on a violet dice, not red one which are added when there is active opposition or a GM uses Destiny point. When I should upgrade difficulty for the skill checks, except for the mentioned cases?

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