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archon007

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  1. Like
    archon007 got a reaction from Josep Maria in question about the adversary talent   
    This is not a good idea. The adversary talent is the only thing that will allow an NPC to survive. Combat is not opposed skill check they are set difficulty, reducing Adversary like you suggest would only create a punk death scene like Darth Maul.
    If anything it should be the reverse. Act 1, 1 Adversary, Act 2 - 2 Adversary , etc this would show broth of the villain.
  2. Like
    archon007 got a reaction from CrunchyDemon in Auto Fire with a scope?   
    Lol, then it's all your fault. You let him build that into arm, lol. Here's your solution ion gun = disabled gun.
  3. Like
    archon007 got a reaction from Raistlinrox in Agility as Soak   
    They don't get hit because they are high "level" and have defense talents, and unlimited force on their side, and oh yeah it's a movie so it really has nothing to do with the rules of a game. You can't compare them.
  4. Like
    archon007 got a reaction from IDEJ in Pictures of your table   
    What's that galaxy map looking thing you have on the table?This my pre-setup of scene 1 of Crates of Krayts on Tatooine

  5. Like
    archon007 got a reaction from AWAD in Thoughts on minion group rules   
    I think you are completely missing the narrative point of minions. Minions are in the game to allow the heroes to be heroic. To allow them to take down lots of stormtroopers,etc like you see in the movie.
    What you seem to be thinking is completely mechanical and trying to min/max that has nothing to do with a narrative story. I told my players from the being this isn't DnD it's a 60 second round not a 6 second round. You are firing back and forth the whole time, just like in the movies. The attack roll represents an opening that happened during that 60 seconds of back and forth.
    The reason I mention this is it seems a lot of people on the boards seem to be stuck inside the box of other systems and can't get past the 1 roll = 1 blaster shot so how could I possibly take out 4 stormtroopers? 1 roll = whatever the narrative dice narrate. If I have a player that rolls high and critically hits a group of stormtroopers with high success. I don't narrate 1 shot ripping through all 4 of them (you could), I tell him how he pops up from behind cover to lay down an impressive a barrage of blaster fire striking the first trooper in the head (critical), the second trooper twice in the chest, and so one.
    The awesome thing about this system is 1 roll does not mean 1 anything, it can mean so much more.
  6. Like
    archon007 got a reaction from 9littlebees in Thoughts on minion group rules   
    I think you are completely missing the narrative point of minions. Minions are in the game to allow the heroes to be heroic. To allow them to take down lots of stormtroopers,etc like you see in the movie.
    What you seem to be thinking is completely mechanical and trying to min/max that has nothing to do with a narrative story. I told my players from the being this isn't DnD it's a 60 second round not a 6 second round. You are firing back and forth the whole time, just like in the movies. The attack roll represents an opening that happened during that 60 seconds of back and forth.
    The reason I mention this is it seems a lot of people on the boards seem to be stuck inside the box of other systems and can't get past the 1 roll = 1 blaster shot so how could I possibly take out 4 stormtroopers? 1 roll = whatever the narrative dice narrate. If I have a player that rolls high and critically hits a group of stormtroopers with high success. I don't narrate 1 shot ripping through all 4 of them (you could), I tell him how he pops up from behind cover to lay down an impressive a barrage of blaster fire striking the first trooper in the head (critical), the second trooper twice in the chest, and so one.
    The awesome thing about this system is 1 roll does not mean 1 anything, it can mean so much more.
  7. Like
    archon007 got a reaction from Tear44 in Ideas on Non-Combat Challenges.   
    Black text on dark grey background = hard to read.
  8. Like
    archon007 got a reaction from willmanx in Thoughts on minion group rules   
    I think you are completely missing the narrative point of minions. Minions are in the game to allow the heroes to be heroic. To allow them to take down lots of stormtroopers,etc like you see in the movie.
    What you seem to be thinking is completely mechanical and trying to min/max that has nothing to do with a narrative story. I told my players from the being this isn't DnD it's a 60 second round not a 6 second round. You are firing back and forth the whole time, just like in the movies. The attack roll represents an opening that happened during that 60 seconds of back and forth.
    The reason I mention this is it seems a lot of people on the boards seem to be stuck inside the box of other systems and can't get past the 1 roll = 1 blaster shot so how could I possibly take out 4 stormtroopers? 1 roll = whatever the narrative dice narrate. If I have a player that rolls high and critically hits a group of stormtroopers with high success. I don't narrate 1 shot ripping through all 4 of them (you could), I tell him how he pops up from behind cover to lay down an impressive a barrage of blaster fire striking the first trooper in the head (critical), the second trooper twice in the chest, and so one.
    The awesome thing about this system is 1 roll does not mean 1 anything, it can mean so much more.
  9. Like
    archon007 got a reaction from Tear44 in Thoughts on minion group rules   
    I think you are completely missing the narrative point of minions. Minions are in the game to allow the heroes to be heroic. To allow them to take down lots of stormtroopers,etc like you see in the movie.
    What you seem to be thinking is completely mechanical and trying to min/max that has nothing to do with a narrative story. I told my players from the being this isn't DnD it's a 60 second round not a 6 second round. You are firing back and forth the whole time, just like in the movies. The attack roll represents an opening that happened during that 60 seconds of back and forth.
    The reason I mention this is it seems a lot of people on the boards seem to be stuck inside the box of other systems and can't get past the 1 roll = 1 blaster shot so how could I possibly take out 4 stormtroopers? 1 roll = whatever the narrative dice narrate. If I have a player that rolls high and critically hits a group of stormtroopers with high success. I don't narrate 1 shot ripping through all 4 of them (you could), I tell him how he pops up from behind cover to lay down an impressive a barrage of blaster fire striking the first trooper in the head (critical), the second trooper twice in the chest, and so one.
    The awesome thing about this system is 1 roll does not mean 1 anything, it can mean so much more.
  10. Like
    archon007 got a reaction from Raistlinrox in Should a GM make some checks for characters?   
    I really like your style. To the OP: I have rolled the negative dice behind screen and had players roll their positive dice for the corresponding skill. For example a Vigilance check vs. Stealth for two reasons. 1) sometimes I don't want them to know if they fail and 2) I can compared 1 NPC roll vs. all their rolls.
    It has help speed up checks if the entire group is rolling vs. something. For me it also makes sense, if the NPC is stealthing why would he stealth better or worse against different players. His portion of the check, stealth, would be constant wether they see him or not is based off of their portion of the check. That's why I do one opposed roll vs. all of them and compare them.
    However, this is rare as others have stated you don't want things to go against the players and they think you are fudging rolls behind a screen to get them.
  11. Like
    archon007 got a reaction from Kshatriya in Why no way to raise Main Characteristics with XP   
    The current system allows small gains between sessions providing progress an advancement. If you were able to increase characteristics with a huge cost people would be all over the boards whining about why it costs so much.
    Plus, who wants to play 8-10 sessions to save up for a +1 to a characteristic. It has been proven time and time again in tabletop and video games small progression advancement is much better and preferred by players at large.
    That being said it's your game and if you want to have the ability to buy +1 characteristic I would do a flat fee of 100 or 150 experience. If you do a cost multiplier most likely all you get is everyone buying up their low characteristics and everyone will be clones of each other. Having players with a 1 & 2 characteristics is important to player diversification. If you make it easier to raise the 1 & 2's you will lose that.
  12. Like
    archon007 got a reaction from Khaden in Ideas on Non-Combat Challenges.   
    Black text on dark grey background = hard to read.
  13. Like
    archon007 got a reaction from Kshatriya in Combat is too deadly   
    I find the combat refreshing. I like that the players have to think and be smart. I got tired of being able to stand in the middle of 20 enemies without any risk in most rpg's.
  14. Like
    archon007 got a reaction from Kshatriya in Combining Ranged Heavy + Light into a single skill   
    If you read my post about combing skills you would see if you do make the change you should combine all of the other skills I listed. By your own comment logic.
    It makes no sense that an assassin can use a vibrosword (melee) and then not have it and not be able to use his hands (brawl).
    It makes no sense that a player can climb walls (Athletics) but can't walk over a beam between 2 buildings (coordination).
    It makes no sense that a diplomatic can negotiate peace for an entire planet or system (Negotiation) but can't talk a girl into a date (Charm).
     
    It makes no sense that my smuggler can lie to someone (Deceit) but can't get him to do something he doesn't want to do (Coercion).
     
    It makes no sense that my pilot can't fly a sophisticated star ship (Pilot Space) but can't drive a car (Pilot Planetary).
     
    It doesn't have to make sense, it's for game balance and if you change that balance you have to change it for all players not just what you want. Since you already said the ranged light/heavy doesn't define a character - talents do, all you are doing is freeing up extra experience they can use on talents to be that much better for all the other player that don't want to play a range blaster character. That's what really doesn't makes sense.
     
    Great you want to combine those skills. No problem. However, don't **** over and force the rest of your party to play the style of game you want to play. Combine all the similar skills into a single skill and keep the experience balance even, that is all I have been saying from the beginning.
  15. Like
    archon007 got a reaction from willmanx in Combining Ranged Heavy + Light into a single skill   
    The plain truth is it's a poor choice for game balance reasons. If you combine those skills you have to combine brawl and melee. You should also combine cool and vigilance, negotiation and charm, coercion and deception, piloting planetary and space, athletics and coordination, & computers and mechanics.
  16. Like
    archon007 got a reaction from Grimmshade in Starfighter vs Transport vs Capital ship, the math doesn't add up.   
    That seems like a lot of work. I'm not sure why people have a burning desire and/or believe things have to be balanced. I blame video games, MMOs mainly. Anyway, they don't need to be balanced that's the best part of pen and paper games.
  17. Like
    archon007 got a reaction from kendless in Starfighter vs Transport vs Capital ship, the math doesn't add up.   
    That seems like a lot of work. I'm not sure why people have a burning desire and/or believe things have to be balanced. I blame video games, MMOs mainly. Anyway, they don't need to be balanced that's the best part of pen and paper games.
  18. Like
    archon007 got a reaction from Kshatriya in Agility as Soak   
    They don't get hit because they are high "level" and have defense talents, and unlimited force on their side, and oh yeah it's a movie so it really has nothing to do with the rules of a game. You can't compare them.
  19. Like
    archon007 got a reaction from IDEJ in Pictures of your table   
    1) mind sharing that travel time sheet?2) yes they are all paper terrain I printed on card stock, cut, and glued. We like using miniatures and since I have over $300 in WotC Star Wars minis so we use those and different terrains from http://www.worldworksgames.com/store/
    Thanks, it's a lot of work but it adds a lot and the players like it. Really gives a feel for what's going on.
  20. Like
    archon007 got a reaction from Kshatriya in Combining Ranged Heavy + Light into a single skill   
    In not sure what I or anyone can tell you then. I thought my last post was extremely detailed on why it would be imbalanced. When you change the number of skills some has to spend experience points in to increase their skill you imbalance the overall flow of experience for any player that does not want to use that skill. In fact in most cases when you create a super skill you force all your players into having to get it even if they really didn't want to.Player 1) I want to use range that's Ranged Light and Heavy (oh awesome I have a combined super skill instead), great I rank it from my starting skill of 2 over playing to rank 5. That costs me 30+40+50=120 experience.
    Player 2) I want to use Brawl and Melee, great I rank my starting ranks of 2 to 5 that's 30+40+50=120*2=240 experience
    Player 3) I want to make a noncombat social character. I want my Deception and Coercion skills,great I rank my starting ranks of 2 to 5 that's 30+40+50=120*2=240 experience.
    So Player 1 has an extra 120 experience to spend in other areas, most likely talents, that the other 2 characters can't because they don't have a combined super skill.
    That's imbalance.
  21. Like
    archon007 got a reaction from billw2 in Pictures of your table   
    What's that galaxy map looking thing you have on the table?This my pre-setup of scene 1 of Crates of Krayts on Tatooine

  22. Like
    archon007 got a reaction from polyheadronman in Throat-slitting kills   
    or using a Destiny point to give a upgrade.
  23. Like
    archon007 got a reaction from Josep Maria in Pictures of your table   
    What's that galaxy map looking thing you have on the table?This my pre-setup of scene 1 of Crates of Krayts on Tatooine

  24. Like
    archon007 reacted to HappyDaze in Handling Large Amounts of Damage to a Minion Group   
    I play that you have to exceed the WT of a minion to drop them. This means that against 4 minions with WT 4, you drop the first one with the 5th point of damage after soak, and the last drops with the 17th point of damage. We like to stay consistent that WT needs to be exceeded to eliminate an opponent. With minion groups, it just happens that the point that exceeds WT also starts nibbling on the next member of the group, but that's fine for us.
  25. Like
    archon007 reacted to HappyDaze in The game takes place ABY...   
    The default starting year for EotE is 0-1 ABY.
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