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Joker Two

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Everything posted by Joker Two

  1. I was reading through this thread and putting this argument together, but I got to the end and you had already done it. Explorer: Driver or Fringer followed by Force-Sensitive Emergent, and then either Starfighter Ace, Shii-Cho Knight, or maybe either Peacekeeper or the new Warleader spec (depends on the details, which I haven't seen yet). The EU pretty consistently implies that despite all he's been through, Luke is still "a farmboy at heart", and beyond the big fight scenes most of what he does could be considered "sidekick" stuff. That said, I firmly believe that the rules can and should be flexible to accomodate the story. If you were to run a mega-campaign on the scale of the original trilogy, it might make sense to allow players to re-create their characters when thematically appropriate. For shorter stories, use whatever best reflects the aspects of Star Wars you're trying to portray (and the rules you have at hand): in a The Empire Strikes Back adventure, I'd probably do Luke as Commander: Tactician with Force-Sensitive Emergent, whereas in Return of the Jedi a F&D Career and Specialization would be far more appropriate (likely Guardian: Peacekeeper or Warrior: Shii-Cho Knight).
  2. No. Second sentence: "You cannot acquire target locks on ships at Range 1-2." Colonel Jendon can get around this by passing the blue target lock token, but there aren't any other abilities that don't acquire a target lock, since that is the process through which blue and red target lock tokens are initially placed on the play area..
  3. The only limitation I'll set is that characters generally only have access to one series of books at a time. Not for balance reasons, just to keep the game mechanics focused on whatever story we're telling at the time. Characters who are active in a major military or government organization use Age, dedicated Force-Users have F&D, and everyone else is Edge. They can still take talents from old specs if they have them, of course, but only get new ones if they're relevant to the character's current experience (lower-case).
  4. I would feel limited as a player (and particularly a roleplayer) by this split. What if I want a frail but powerful sage, or a cunning and capable survivor with little talent for the Force? Characters with weaknesses are more interesting; failed padawans from the AgriCorps, aging masters with incredible abilities, etc. Corran Horn has no talent for telekinesis. Etain Tur-Mukan struggles to channel the Force at all. Yoda hobbles around on a cane but can lift a snubfighter with ease. You're introducing more bookkeeping while restricting player choice. Just increase the XP total for players to spend, they can decide how best to spend it. The game plays very well even as XP increases, I've had no scale problems whatsoever at 350 and a friend ran a solid one-shot at 500; I'm sure others here have gone much higher.
  5. Anakin's a bit of a special case, with the prophecy and war and all; leaving the Jedi wouldn't do him much good because he would have been drawn back into the conflict anyway. For other Jedi I'd expect the reaction to be more disappointment and concern, with a bit of condescension thrown in for good measure. Expect some counseling sessions with a Master and a fair amount of guilt-tripping (intentional or otherwise). For the being leaving it could be pretty rough, though; since they're taken in as younglings they have minimal experience with living in the wider galactic culture or having much of a "normal life" at all. I'd guess there are modest numbers of Jedi who aren't content with their life in the Order, but who have no idea how to live any other way (can you imagine Jocasta Nu waiting tables in Dex's Diner?). The Altisian Jedi are a less dogmatic splinter faction before and during the Clone Wars, led by Master Djinn Altis. The Order let him and his followers go and don't really talk about them. They mostly keep to themselves, although they're still do-gooders at heart and partially reconcile their differences during the Clone Wars to help defend the Republic. The records are there, of course. The Temple's archives were doubtlessly more complete than the Republic's, but their condition in the aftermath of Operation Knightfall is unclear. I think a fair number of padawans in the Agri Corps survived Order 66, and the same is likely true for even fully-fledged Jedi on more remote worlds. How long they could stay ahead of the Purge is another matter. Finally, there are other Force-using sects besides the Jedi and Sith. The witches of Dathomir come to mind (there plenty of tribes, Nightsisters are just the most Dark-aligned and most famous), as do the Fallanassi, Baran Do sages, and Gand Findsmen.
  6. "Zombie" droids are my go-to spooky Star Wars theme. From the Clone Wars or even earlier, their chassis and programming have deterioriated and their self-preservation modes are corrupted; they're all shambling around trying to find functional electronics to scavenge for self-repairs. If there's one thing PCs always carry, it's tech. Throw in some spooky atmosphere, maybe a setting from the prequels (the Separatist Mustafar hideout worked great; dessicated bodies and an aura of foreboding and loss).
  7. You could use Skulduggery. Patience, cleverness, and a fair bit of improvisation seem more important here than a hot hand on the stick or good fieldcraft. You could add Boost dice to reflect how those abilities might help, but with a slow and ungainly vehicle and little way to avoid detection if they do enter someone's field of view I don't think either of those should be the basis for the check.
  8. The rule isn't really a punishment for making a mistake (although it's understandable to feel that way). It's a way to resolve an impossible game state without allowing the player who made the mistake to benefit from hidden information that has since been revealed (you might be able to "rewind" ship maneuvers, but not the player's knowledge of them).
  9. I think that's a bad idea, personally, and I also find it highly unlikely for FFG to do. They've placed a heavy emphasis on the visual distinction of each faction, and while there is some crossover with late-Republican/early-Imperial vessels like the Victory, it would be an extremely tough sell to add CIS ships to the Rebel Alliance. There's also the issue of in-game niches for each ship; the Acclamator would be trying to squeeze in between the Gladiator and Victory, while the same is true for the Venator between the Victory and Imperial. I'm not saying that wouldn't be possible to tell them apart, but it would be very difficult to differentiate them enough for it to matter while still staying true to the source material. I'd like to point out that Tarkin is not set during the Galactic Civil War. It's set only five years after Revenge of the Sith, two and a half times closer chronologically to that movie as it is to A New Hope. The "rebels" (emphasis on the lower case) in the book are Separatist holdouts, not members of the Alliance to Restore the Republic (which won't exist for another decade or so and actively distances itself from the Separatist movement). The Imperials are still using Clone Wars-era equipment because it is still effectively the Clone Wars; both chronologically and politically.
  10. Wired allows you to reroll your [Focus] results, not change them to [Hit] or [Evade]. It's certainly a useful EPT for her, but not on the same level as glitterstim; those re-rolled dice will still come up with a [Focus] or blank more than half of the time (4/8 on red, 5/8 on green).
  11. From the Huge Ship Rules, Crippled Sections for Ships with Multiple Ship Cards: "When a Ship card's crippled side is revealed, the controlling player must choose and discard any upgrade cards in excess of the upgrade icons depicted." Emphasis mine. That's the only reference to discarding upgrade cards because of the loss of upgrade icons. There's nothing that says it happens under any other circumstance; and I would note that there are no crits that could remove a title anyway, one discards Teams and the others only prevent upgrade cards from being used. Integrated Astromech and R2-D6 is the first possibility of that, and as of right now there's nothing that suggests upgrade icons are relevant outside of Squad-Building during the Gather Forces phase or when a Ship card's crippled side is revealed. They may change that at some point, but for right now; nothing happens.
  12. My guess is that a large part of it is a mechanical decision to avoid having one super-characteristic. If the social character can use their social stat for combat, they can get very capable at both easily; it would be 2-for-1 on relevant stat increases. Same goes for the wise character. 5-2-2-2-2-2 isn't well-rounded, so 2-2-2-2-2-5 shouldn't be either. Also, there's more to someone's ability in a field than the value of the characteristic used by the most active skill in that field. - Consulars are focused on leadership and negotiation (governed by Presence), but the Niman technique used by "noncombatant" Jedi is about concentration and the integration of Force powers into combat (Willpower). - Mystics are most in touch with the Force (Willpower), but Makashi is the duellist's form; known for its grace and composure (Presence; think the Cool skill). - Guardians are warriors, but not Warriors. Soresu depends on precision and efficiency (i.e. Intellect), especially when defending against blaster fire.
  13. A lot of what you're trying to do is covered within the larger scope of the standard combat rules. Each attack roll isn't a single swing, it's a whole series of strikes, grapples, etc. and the final result is just the net effect. Things like damaging or seizing carried items is an official use for Advantage and Threat, as is changing combat modifiers for future attacks. If you want more exciting results from combat rolls, consider allowing both Advantages and Threat to resolve, instead of canceling each other (you might want to spend a Destiny Point to do this and allow players to do the same for their rolls). Opposed skills aren't used for combat because it would be fairly easy to make characters with near-impossible defenses (look at Dark Heresy for example, with it's Dodge/Parry skills) and in any given fight a character even moderately less capable than their opponent would be all but helpless. Include the environment in your fights, and give characters goals other than just capturing or killing each other, that will help push encounters away from "fight 'til one side drops". I posted this a couple of days ago about space combat, but it's true about melee combat without environmental interaction too; "A dogfight in open space is pretty similar to a firefight in an empty parking lot; the only useful thing to do is shoot and that makes everyone bored and dead".
  14. Yes, yes you are. Noone (should) expect a single character to handle all forms of combat; don't do the same for anything else. Streetwise, Deception, and Perception are a natural set for the cynical fringer. Charm, Knowledge, and Negotiate for the smooth politician. Discipline, Leadership, and Cool for the inspiring officer. Or mix-and-match to suit your characters; it's more interesting and fun that way. Different skills and combinations will be important to different groups, of course.
  15. Epic games, alternate paint schemes, conversions, gifts for friends, local tournament trophies; there are plenty of possibilities.
  16. First of all, Bodyguard only helps someone with a higher PS; Serissu is 8, Xizor only 7, so you'd need Veteran Instincts instead of Determination. Secondly, all of those defensive abilities don't do anything if noone attacks him, and his offense isn't impressive enough to need to be targeted. Kill Serissu, then the Zs. Every round he's cloaked is one he doesn't shoot, and there's a chance it falls off. He's still a half-decent finisher, but that's a lot of points to put into abilities that will only trigger when your opponent does exactly what you want them to (Xizor, Cloaking Device, Serissu, Bodyguard).
  17. It wouldn't be unreasonable to strip the back seat out of one of the Y-wings and rig the cockpit for a Hutt; and they still don't have to be alone if another PC is an astromech in the socket. Alternately, they could be a mechanic, quartermaster, intel officer, or electronic warfare operator in a support shuttle.
  18. Not a FAQ, that's the actual text of the card. BB-8 has no such text.
  19. Both the Rebel Alliance and Resistance are "Rebel", while both the Galactic Empire and First Order are "Imperial". The text in the rulebook says upgrade card limitations refer to the primary faction (Rebel, Imperial, Scum) rather than the subfaction. Either it's a lame branding thing, or a holdover until Resistance and First Order have enough options to be independent.
  20. Seems contrary to the text in the release: That article text is referring to the initial attack roll, and is true for every card effect that rerolls dice. It isn't directed at Devastator, because that card has not even been mentioned yet. Both Darth Vader and Devastator are card effects and neither change the battery armament of the ship. Once the initial pool is rolled, either or both of them could trigger in whichever order you prefer. EITHER - Vader spends a defense token to re-roll any or all of the existing dice, THEN - Devastator adds dice to the pool (including one for the token Vader discarded, since it's already gone), OR - Devastator adds dice to the pool (only for the defense tokens that are already discarded) THEN - Vader spends a defense token to re-roll any or all of them. Each card is one effect, when you resolve it the entire effect happens immediately. Then you pick the next effect, etc.
  21. They are perceived to be the tools and property of others, that is why they are so often overlooked. The PC droids are (usually) not, but benefit from the in-universe assumption that droids at-large are. If a PC playing a menial droid tried to interact with official beings, I'd certainly have that work against it.
  22. Nope, you'd have to re-roll as soon as the token was spent; only afterwards could you trigger Devastator to add the dice.
  23. So here are my questions, numbered to the order of bolded text: 1.) Consideration on how we use defense tokens, and explicitly lists Vader is NOT the ONLY one in the set that has this theme. (Since the subject of this whole paragraph is the Devastator, and the Devastator clearly discards tokens, would that mean since Vader shares this "Theme" with the Devestator? Or is the theme simply using defense tokens in non-defense ways? 2.) The Devastator ALSO explores the traide-in value of defense tokens. Is this meant to say that "This too, in addition to Darth Vader, explores the trade-in value of your defense tokens," OR "This explores another way to use your defense tokens?" 3.) If you Discard your defense tokens to get extra blue dice on your roll, how could Vader then "spend/exhaust/flip" the defense token if it has been discarded? If Vader does discard defense tokens for re-rolls then I could see discarding the defense token activates both Vader and the Devastator abilities. I think #3 has the most sound reasoning as to why Vader would be discarding the token to re-roll especially when coupled with #1 and #2 What does everyone think? I'm not trying to argue with the RRG or the FAQ's - but the wording of their interaction in the post really added confusion to my understanding. The Devastator does not discard defense tokens, it just gives you a bonus once you have done so. Vader is what will let you discard them. EDIT: To clarify, if you spend a defense token that is already exhausted, it is discarded. Whenever the Devastator attacks with its front arc, you check to see if any defense tokens have been discarded from it over the entire game. It rolls additional dice for each one.
  24. "Spend" uses the token, whether that is ready to exhausted or exhausted to discarded.
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