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NicoDavout

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Posts posted by NicoDavout


  1. As the Holonet is taken over by the Empire, I assumed that there is some local (covering several systems, sectors) net. For example, Hutt space has its own net, Bothan space and adjacent systems have their own net, but they are not not connected at the galaxy level because Empire blocks the Holonet. This explains why the news travel slow (Luke saying in one book that several years after the death of the Emperor there were still planets who did not know about it), why there are message pods, and why it took months to spread news about the 1st Death Star (great news clips published in SWAJ covering Ep IV and V).


  2. How do you present computer networks in your games? Is it only cable network and the PCs have to plug in somewhere like R2D2 always did or do you allow WIFi networks and so PCs can hack without a need to access some data port? In my games I put also a normal WIFI network, but ruled that it is harder to slice.


  3. A new skill or one of the existing according to the topic. General info about COMPNOR, I'd say Core Worlds, but info about COMPNOR activities in the Outer Rim that falls under different skill. Boost/setback according to characters background.


  4. How much you charge for the skilled mechanics to install a mod?

     

    My characters want to mod their attachments with the help from NPCs. How much you charge your players for such tasks? With each mod the difficulty increases, so the price should also. For now I said that the price is 250/500/750/1000c for each level of mod, but I am not sure about it...The mechanic does not roll, he has an auto-success in my games.


  5.  

    Currently a player is immortal until the 4th Critical Wound.

    Hah, I wish. Last session I had one of my players, a Gand Marauder, one-shot a Nemesis melee opponent. He has two or three ranks in Lethal Blows, a vibrosword with Monomolecular Edge, and he rolled something like 9 Advantage. The result was a Critical Injury with +120, reduced to +90 with three ranks in Durable. My NPC was dead before he hit the deck. Criticals are dangerous, don't let anyone tell you different.

     

     

    Right, I forgot about this talent.

    For the alternative Critical Injury rule I would need to change these two talents (Lethal Blows and Durable).


  6.  

    Hello,

     

    I ran a single shot adventure for my old group and they really like the dice system, but in their opinion, the Critical Injury/Hit d100% table is completely not in the place for such narrative system. I don't like it, but I can live with it, but I am interested if  perhaps anyone came up with some alternative?

    If you've got either the EotE or AoR Beginner Box sets, you could adopt the critical injury system used there.  It's a lot faster and cleaner than the base game's critical injury system, and Long Arm of the Hutt (for EotE BegBox) has an NPC with Lethal Blows so you can get an idea of how to adjust traits that add to the critical injury roll to fit with the BegBox's simplified system.

     

     

    Yeees, I was just thinking about it before I read your post.

     

    Currently a player is immortal until the 4th Critical Wound. My idea based on the Beginner's Box is:

    • 1st Critical Wound - 1 purple to heal - suffer permanently 2 strain until healed;
    • 2nd Critical Wound - 2 purple to heal - one setback die to all checks;
    • 3rd Critical Wound - 3 purple to heal - one setback die to all checks;
    • 4th Critical Wound - 4 purple to heal - an injury happens (crippled, blinded) according to situation;
    • 5th Critical Wound and each next - 5 purple to heal (each) - roll a red die, Despair means that a character dies, all others means that a character suffers a more serious injury happens (crippled, blinded) according to situation;

    Results are cumulative, all until healed, those from 5th Critical Wounds can be permanent.

     

    Also, a players losses conscious when he suffers more Critical Wounds than his Brawn rating.

     

    Anyway still interested if someone made his own house rule about it :).


  7. In d20 there was something like holding your action, readying your action...one or two pages of rules in the end. Maybe the FFG guys did not want to create new rules and that is why they crated initiative rule where a PC can take a slot that was in fact rolled by another PC (you don't see that in SW d20 or d6).


  8. Reset to make more money with less work? Great. A typical slap in the face (IMO) of people who invested money in the comics/books. Don't care, Thrawn, Darth Caedus, Jaina Solo, that is my SW universe. Great that it is already full. Nice that they named it Legend, to separate from the future Disney universe. Perhaps soon we will realize how much we miss G.Lucas and cry for another Episode I, II or III ... Perhaps I am wrong, but I have my bad feeling about this.... Just hoping FFG will be based on Legend.


  9. The maps are poorly done IMO in this adventure. In Hideous & Strongholds there is a lot of maps that you can adapt. In Death Star Technical Companion, the DS sections can be easily adapt as the maps for the ship in this adventure.

     

    Spolier....

     

    Also in the original adventure, Reom says to player that they should hang around the Wheel and get some info while waiting for the droid. This is very poorly written IMO as Reom, who lived for a long time on the Wheel, should know all these infos that player can buy or slice from the computer. As for the tweak, if you want to add some spice to 1st act, I propose that instead of slicing/cantina investigation for additional info about Sa Nalaor, the players are pointed by Reom toward some person (his father's friend) on a planet along the way to Cholganna, who can give them a lot of helpful info about the ships last days. Perhaps he is a treasure hunter, ex-Cofnederate, else. Upon arrival the group will find that person in some troubles and have to help him in order to get the useful information (sounds familiar?). A side small adventure with some action. Depending on their dealing with Rodians/ISB on the Wheel, the latter can also appear here. If successful, this guy gives them all/most of the info that player normally could buy/slice from the Wheel.


  10. I hope they release less supplements, but with higher quality than the one published till today.

     

    For now:

    1) Enter the Unknown - below average, [ppl from FFG] check Galaxy Guide: Scouts to see how the proper supplement looks like.

    2) Beyond the Rim - below average, no good maps, check Secrets of the Sisar Run to see how the proper adventure on 96 pages looks like. Second book and the knowledge available to ppl almost 20 years ago is unavailable for you? I can show you some WEG books if you need help...

    3) Suns of the Fortune - finally caught up with the WEG quality. Better late then never.

    4) GM Kit - nice!, but if you want to charge me twice for the same for AoR GM kit, then find a sucker somewhere else.

    Can't say anything about the two newest books.

     

    If there are will be any typos in the AoR rulebook AFTER beta version (like there were in EotE), then it will be a clear sign that you have your customer in .... check WEG 2nd edition R & R (assuming that their 1st edition was your Beta) to see what QUALITY means. I know that we have internet era and "we" can always download errata, but please do not be lazy.

     

    The only thing that saves you (in my eyes and eyes of my wallet) is the great system.

     

    ...and I return to reading your newest SW EotE book with no more "grumbling " :lol:

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