Jump to content

BastionKain

Members
  • Content Count

    14
  • Joined

  • Last visited

About BastionKain

  • Rank
    Member

Recent Profile Visitors

322 profile views
  1. of course i mentioned the new races.... oh... ummm.. you're quite right.. and your the ONLY person to point this out.... i'll add that it... not sure how that got left out... and yes.. there is a small supplements worth of new fluff.. so.. that's nice too. Excellent point of view. He only bothers mentioning mechanics only stuff. The fluff sections of the book are pretty much completely different. As well as a new adventure in the back. Its really kind of funny, because the amount of mechanics only things it adds is pretty on par with Enter the Unknown + Dangerous Covenants, which would cost about the same to buy together, but because most of it is specialization trees he is being a cheap **** and effectively suggesting pirating that material. The fan made specialization trees are not meant for people who don't have the books. FFG is being NICE by allowing people to upload nice looking options, don't be a ****lord by basically turning around and saying "you don't need to buy this, because you can download the utilities meant for people who already have the book that FFG is nice enough to let us post up". (I'll admit that I looked at them before I had my book in hand, but I had already preordered and was just waiting on mine to show up). THAT is how we are going to lose our nice player aid sheets that fans made. There are some new worlds covered.. yes i refer mostly to mechanics, since those are the things that make one game significantly and meaningfully different from another game. I understand that the number of mechanics changes is on par with those other books. Those other books though are Supplemental books meant to support and expand on the options available to the player within the rules set established by the CORE rulebook. AoR however, IS a CORE ROOLBOOK, and one would think that as such, it would contain CORE RULES, that might differentiate it from the last CORE RULEBOOK. I don't recommend or condone the illegal piracy of copyrighted material. I am not a cheap ***. but neither am I rich so I like to get my moneys worth. The fan made (just like the official) Specialization trees are free to copy and reproduce because they are meant for people playing the game not just those who own the book. They are effectively an extension of your character sheet. I highly doubt that anyone (including FFG) would claim that every single person using an official copy or fan copy of the specialization trees, must own the book from which it originates in order to do so legally. I suppose, at best(worst?) in order to remain in the realm of legal rights, one individual at the table during play must own a copy of any book from which any player is using material. as others have suggested, it is nice to have more than one copy of a core rulebook around, so maybe one person from every group should get an AoR core book.... better yet, start a group fund to buy one, that way everyone gets their moneys worth. How is it 'duplicitous'? Some of your points are correct, but they have always been up-front that this was the way they were doing things. Yes, I'd have sooner seen them do a Core Rules book, then smaller setting books.... But this is how they said they'd do it, so I've just braced myself for lots of duplication (which happens in the splatbooks too). As your first 'review' mentions, the content itself is very good. you're probably right.. "duplicitous" may not have been the best word to accurately describe the book. It is basically exactly what they advertised i just wish it was more than advertised.
  2. I know it wasn't a state secret. I admit I was holding out hope that there would be ... something... else? better? different? i don't know. my butts only a little sore... despite my lengthy complaints. I guess those lengthy complaints are just my attempt to help impress upon people the same point you yourself made. That they can get by just fine with fan made resources.
  3. Just to have a second Core rulebook?... ok.. not a bad argument.. I do think it's handy to have easier access to the information. it's a different, but quite a nice way to look at it. excellent life strategy. You sound like my kind of lady. "dammit Maelora, put your drink down, get your dice out of that strippers ass crack and roll for initiative" The thing that seems to be forgotten a lot, is that each core book is a seperate self contained RPG. They are compatible, but all three are not needed. Similar games from FFG are the dark heresy, rogue trader etc games. They are compatible, mostly, but seperate games in the same universe. As for rpgs that require 3 core rule books, Dungeons and Dragons across its iterations, and ipso facto pathfinder. Every palladium rpg has a core rule book, with mostly, the same rules. FFG made a really smart business decision bybreleasing three rpgs that are rules wise identical, but different thematically. They are counting on fans to buy the books because they are star wars. Similar reason as to why we get books with a smattering of races, ships and gear, rather than anthologies for each thing. People will buy because there is something in each book people want. While the powers that be probably like star wars a great deal, they are doing the rpg as a business, first and foremost. If you don't like how it is done, don't buy the product. I'm not being snarky, just stating a viable strategy rather than complaining on an internet forum that the developers likely don't read. Of course not supporting the rpg would possibly mean FFG loses the liscence, which wotc could buy again and shelves and/or doesnt support or intermittently supports it like the past. it is my fear as well that Force And Destiny will be similar. I didn't forget. My first review takes this point in to consideration. The second review is the world where, despite being separate self contained RPGs they still coexist within the same continuum. Where we do not deny that they are designed to be not only compatible, but where one is the direct chronological continuation of the first. When a book is identical rules wise but different thematically it should be called a Campaign Setting and NOT called a new game. The defining characteristics that make one RPG different from another are first and foremost the core game rules and mechanics. With NO distinct or defining mechanical differences I think its just absurd to call AoR a 'different game' than EotE. Counting on fans to buy a product simply because of its brand recognition does NOT sound like a smart business move. this can often work for a while, but it's not how you build a lasting product line. I will be very wary of purchasing any more star wars products from FFG. I likely will, but only when the content warrants it. I don't complain on the forums to get the attention of the developers (would be nice though). I just want the other fans out there like myself to have more information to draw on when contemplating this game. and of course also to shove my opinions down everyone throats without mercy.... ;p I do not recommend or condone the illegal Piracy of copyrighted material. The information that I suggested people should get on-line was the Specialization Trees, which FFG has expressly made Free and Legal to copy. If they weren't then FFG would have already shut down things like people's online spec trees (or at least tried). they are useful tools and I am happy they are out there.
  4. Age of Rebellion Core Rulebook: review 1 of 2 I have a lot of mixed feelings about this book.. so I decided to review it twice. you may see why after reading both reviews. Review 1. Assumptions: 1* The buyer is new to role playing games. 2* FFGs’ Star Wars: Edge of the Empire product line does not exist (or at minimum, the buyer has and never will have any desire to purchase or utilize any of that product lines material.) Age of Rebellion Core Rulebook provides everything needed for both players and Game Masters alike to jump in to the Star Wars universe at one of its most exciting times. From the introduction, the reader is thrown into the Rebel ranks and sets the on an adventure to defeat the evil Empire. The rules clearly state that the focus is on Role-Play and the heavy use of Narrative to keep things moving along smoothly. Like most RPG’s the rules can take a while to master but in Age of Rebellion they are clearly written and you will quickly pick up the basics. The dice system is interesting as well as dynamic, supporting the narrative style of the game and pleasing those of us who enjoy throwing fistfuls of dice down as frequently as possible. As players begin to create characters they will find several options from race selection to careers and specializations. There are 8 familiar and recognizable races to choose from including the Gran, Droids, and even the race of our beloved Admiral Akbar, the Mon Calamari. There are 6 Career path options each with 3 specialization trees as well as a ‘universal’ tree for those who are just starting out, or just can’t decide yet. Maybe you’d like to be a Diplomat who dabbles in computer hacking, or maybe augment you’re Ace Pilot’s skills by learning some Scout Talents. With the games system designed to let players branch out however they like over time, players will find there are plenty of options to keep them interested for quite a while. The special abilities you gain from your Careers Talent trees help separate you from the commoners, but don’t forget your basic skills. A large list of Skills are the core of what your character can do and how well it gets done. Purchase up to 5 ranks in a skill to roll more dice and have the advantage. Skills vary from combat skills such as Melee and Gunnery, to more esoteric skills like Knowledge (core worlds) and Astrogation. The skills are described in detail. You’ll learn what each one is good for, what it can and in some cases can’t, do. The book even gives options on how to interpret dice results for certain kinds of skill checks, which helps both players and Game Masters keep things moving smoothly. Once you get past the character creation, there is a fairly standard fair of gadgets and gizmos, arms and armor that are available to the players. Save up and buy that fancy armor, if you don’t you might want to invest in a Bacta Tank. Even the weapons and armor in this game can be further modified. The modification options are somewhat limited, but even the small selection dramatically increases the overall number of ‘options’. Of course, no Star Wars universe would be complete without some of those iconic Spaceships and imperial walkers. Fear not, Age of Rebellion provides stats for speeders, AT-ATs and even Star Destroyers. The ship combat rules are a bit less streamlined than the rules for personal combat, but they still get the job done. I imagine that most combat would not be ship combat though as player characters would be hard pressed to purchase a ship that would last more than a round against a star destroyer. Even in smaller ships though it’s still a generally dangerous and final a prospect to have your ship blown up in space seeing as how, when that happens you rapidly go from ‘meat bag in a box’ to ‘meatsicle out in the cold depths of space’ assuming of course that you aren’t immediately turned into ‘meat mist’ by the initial blowing up part…. Aaaanyway. One thing that is likely to disappoint players is the apparent lack of Force related powers or abilities. There is a singular Force related Talent tree, and three basic powers you can acquire. You can move things with your mind, use the force to enhance your own physical abilities, or see the future. The powers here can be quite powerful, but the players won’t be able to just pick up a lightsaber and have the powers of Vader. Of course, that all makes some sense, since the Age of Rebellion is set in a time when there are no Jedi and the Force is a nearly forgotten thing. The Age of Rebellion Core Rulebook has a nice section to help Game Masters set things up and lead a group of players. It’s not the most in depth help I’ve ever seen, but it’s a start. There is a starter story in the back, a short mini-campaign that your GM can run called the Perlemian Haul. Its got bad guys, good guys and other stuff I won’t spoil for you, but it’s pretty well done even if it is fairly short. When your done with the Perlemian Run, there is also a moderate helping of bad guys and locations to choose from that are already stat’d up and ready to go. All the pieces are there. Good concepts, good rules, lots of choices, no glaringly horrible oversights, a little bit to get you started and a boat-load to keep you going. For new GMs and new players who love the Star Wars universe Age of Rebellion is going to be a ton of fun. -1 for not having more… stuff (just in general, more stuff is nice) -1 for minor gripes about ship combat rules and very minor gripes about the books organization. As far as Core Rulebooks for a new RPG goes, this is pretty great. 8/10 Age of Rebellion Core Rulebook: review 2 of 2 a book so duplicitous I had to review it twice. Review 2. Assumptions: 1* The buyer is not new to role playing games. 2* The buyer owns the Edge of the Empire Core Rulebook (possibly some other edge of the empire books as well) or at the very minimum is aware of and familiar with (has played extensively) FFG’s Edge of the Empire product line. YOU DO NOT NEED THIS BOOK. I remember when I was a kid maybe 7 or 8 years old. I was obsessed with action figures, specifically alien and predator action figures. I waited for the new ones to come out, kept track of the Toys-R-Us delivery schedule to make sure i could get mine. Each time a new one came out I was ecstatic. My favorite was the special mail away Cloaked Predator figure. it was AWESOME... then I started growing up, and suddenly had the realization that... wait a second.. this is the same exact figure as one that I had from a different pack... then i realized that several of the things i owned were just re-paints of other figures.. and i thought... wow.. I've sort of been cheated here.. i payed money for this stuff that they marketed as cool NEW products... but they are the same **** thing, they just slapped a different color on it and called it by a different name. And my fancy Cloaked Predator that i mailed away for was the worst culprit.. i thought i had something super special and new and different.. when really.. they tricked me in to paying more money for something that in the end, was basically an unfinished version of something i already owned... That is basically what buying the Age of Rebellion core rule book feels like. except, now I'm an adult and the regret/disappointment/anger was virtually instantaneous. Age of Rebellion contains no compelling new material. If FFG can sue themselves for plagiarism they should. Here is the first paragraph from chapter 9 'the game master' in the Edge of the Empire Core Rulebook. Welcome to the first step in becoming an EDGE OF THE EMPIRE Game Master. While running a role-playing game can be challenging, it is also rewarding in ways different from those associated with playing individual characters. This chapter walks new Game Masters through the information needed to become an accomplished and entertaining Star Wars GM. Novice and experienced GMs alike should find useful information and advice for running this game from both a storytelling and mechanical point of view. and Here is the first paragraph from chapter 9 'the game master' in the Age of Rebellion Core Rulebook. Welcome to the first step in becoming an Age of Rebellion Game Master. Running a role-playing game comes with both challenges and immense rewards. This chapter focuses on helping a new Game Master get the information needed to run a successful Age of Rebellion game that captures the feel of Star Wars. Both novice and experienced GMs should find that this chapter contains useful information for handling both the rules and the storytelling aspects of the game. Seriously? This is reminiscent of high school book report plagiarism and the vast majority of the book is like this. Ok, so lets ignore for a moment that you already purchased the vast majority of the information in this book when you bought the Age of Rebellion Core Rulebook and try to focus on what new and different things the Age of Rebellion Core Rulebook brings to the table. Here is the grand total of NEW material you will receive from the Age of Rebellion core rulebook. 4 new Races. 1 new Skill. 6 new Careers, comprised of 13 new Specialties. 17 new Talents. 3 new Items. 2 new Universal Specialty trees. 2 new Force Powers. 21 new ships. 1 new ship attachment. 47 new bad guys. 1 Story. ok so now your thinking "hey, that's a fair bit of stuff there guy. I think I probably DO need this book". but... sadly, your WRONG. i'll explain. i'll go point by point on the new stuff. The New Races are actually pretty cool.. and you can't get them without this book. hmm The new Skill is Knowledge (warefare). Sounds neat but the skill itself is somewhat vauge. It might help support your character to say he has the Knowledge (warefare) skill. If roleplay is your focus though, what knowledge the skill does represent can easily be folded into the other skills like Lore and Education thus making this skill completely un-neccessary. The new Careers aren't too bad really. they offer new progression options and their Specialty trees are more focused to help support the concepts of each career far better than in Edge of the Empire. You still don't need the book though.. because the Specialty tree pages can be copied and you can find them freely on the interwebs (i'll have my own versions up soon). So, you don't need the book to get 90 percent of the info you need to utilize these new Careers. there are 5 duplicated Specialty trees New Talents is always good, they are a sweet honey that we all desire. there are only 1.3 new talents for each new Specialization tree, so that's kind of a bummer. You don't need the book for these either though. Like most talents the blurbs in the Specialty tree lists contain the gist of each talent. You can use the Specialization tree you copied or found on line to get the idea. if you have a question about the details, someone will have answered it already on the forums i bet. the new items are: Anti-Vehicle Mine, Anti-Personnel Mine, Armor-Piercing Grenade. These are all extremely circumstantial and not terribly likely to come up very often, so feel free to improvise if you like. The Universal Specialty Trees are the Recruit and the new Force Emergent tree. both pretty cool but again, they are Specialty trees and free to copy. Get yours on-line. New Force Powers include Foresee and Enhance. I look forward to hearing of all the games ruined by the Foresee power, but once again, you can get these on line just like the Specialty trees. New ships. ok, there are fair amount of new ships.. and i do love me some ships.. you get some really iconic stuff stat'ed out here. like the AT-AT or star destroyers. not a lot of small or mid-range stuff though. so unless you're group is in the habit of hunting down giants, these aren't likely to come up. If they do, there is ONE new rule called 'Massive' and a couple new ship actions to help you deal with their immensity. When they do though, you'll likely be running from them anyway, so having them all stat'ed won't be insanely important to your game experience. "holy ****! a star destroyer showed up, lets get the **** out of here. it's shooting towards us! I know! that's why we are leaving!" and then you're gone or dead or captured, and I'm guessing any way that plays out, the stats of the ship weren't super important. The new ship attachment is the upgraded Comms Array.. nice.. but..... not necessary. There's other important **** you need those hard points for anyway. New bad guys. 47 new bad guys. most of them are naturally from the rebel and imperial ranks. I admit, that having pre-made baddies on hand is incredibly helpful and useful. Sadly, most of these aren't all that interesting. I know that making bad guys yourself is a pain, but really, you can do it and if you do, your baddies will likely fit your story, your objectives and your needs better than the pre-made guys anyway. The new story. the 21 page Perlemian Haul story is... well, i'll let you make up your own mind. You don't NEED it though... you can make up your own **** story (isn't that half the point of these games). so yeah... if you already own the Edge of the Empire Core Rulebook... YOU DON'T NEED THIS BOOK. Maybe you have a friend, who is a sucker like me and already shelled out the money. if that's the case then YOU REALLY SERIOUSLY DON'T NEED THIS BOOK AT ALL as you can simply borrow it for a moment to fill in the gaps. don't get me wrong though, the new material is compatible with all the old material, and it does allow you a few more options. options are nice. variety is nice.. variety... This book is a virtual carbon copy of the first core rulebook. It provides very little new material. The new material it does provide is superfluous, or easily obtainable (legally) without purchasing this book. It has NO defining characteristics to separate it from EotE or justify calling it a Core Rulebook. I will use this book... but every time I play my Ace character, i'll shed a small tear inside that will slowly drip down in to the pool of disgust and distrust that is building in my gut for the FFG star wars role playing game franchise(s) Star Wars Age of Rebellion Core Rulebook: 3/10 DO NOT BUY TLDR: If you don't own any FFG star wars role playing products then this book is great. If you DO already own any FFG star wars role playing products, This one is a trick to steal your money.
  5. Age of Rebellion Core Rulebook: review 1 of 2 I have a lot of mixed feelings about this book.. so I decided to review it twice. you may see why after reading both reviews. Review 1. Assumptions: 1* The buyer is new to role playing games. 2* FFGs’ Star Wars: Edge of the Empire product line does not exist (or at minimum, the buyer has and never will have any desire to purchase or utilize any of that product lines material.) Age of Rebellion Core Rulebook provides everything needed for both players and Game Masters alike to jump in to the Star Wars universe at one of its most exciting times. From the introduction, the reader is thrown into the Rebel ranks and sets the on an adventure to defeat the evil Empire. The rules clearly state that the focus is on Role-Play and the heavy use of Narrative to keep things moving along smoothly. Like most RPG’s the rules can take a while to master but in Age of Rebellion they are clearly written and you will quickly pick up the basics. The dice system is interesting as well as dynamic, supporting the narrative style of the game and pleasing those of us who enjoy throwing fistfuls of dice down as frequently as possible. As players begin to create characters they will find several options from race selection to careers and specializations. There are 8 familiar and recognizable races to choose from including the Gran, Droids, and even the race of our beloved Admiral Akbar, the Mon Calamari. There are 6 Career path options each with 3 specialization trees as well as a ‘universal’ tree for those who are just starting out, or just can’t decide yet. Maybe you’d like to be a Diplomat who dabbles in computer hacking, or maybe augment you’re Ace Pilot’s skills by learning some Scout Talents. With the games system designed to let players branch out however they like over time, players will find there are plenty of options to keep them interested for quite a while. The special abilities you gain from your Careers Talent trees help separate you from the commoners, but don’t forget your basic skills. A large list of Skills are the core of what your character can do and how well it gets done. Purchase up to 5 ranks in a skill to roll more dice and have the advantage. Skills vary from combat skills such as Melee and Gunnery, to more esoteric skills like Knowledge (core worlds) and Astrogation. The skills are described in detail. You’ll learn what each one is good for, what it can and in some cases can’t, do. The book even gives options on how to interpret dice results for certain kinds of skill checks, which helps both players and Game Masters keep things moving smoothly. Once you get past the character creation, there is a fairly standard fair of gadgets and gizmos, arms and armor that are available to the players. Save up and buy that fancy armor, if you don’t you might want to invest in a Bacta Tank. Even the weapons and armor in this game can be further modified. The modification options are somewhat limited, but even the small selection dramatically increases the overall number of ‘options’. Of course, no Star Wars universe would be complete without some of those iconic Spaceships and imperial walkers. Fear not, Age of Rebellion provides stats for speeders, AT-ATs and even Star Destroyers. The ship combat rules are a bit less streamlined than the rules for personal combat, but they still get the job done. I imagine that most combat would not be ship combat though as player characters would be hard pressed to purchase a ship that would last more than a round against a star destroyer. Even in smaller ships though it’s still a generally dangerous and final a prospect to have your ship blown up in space seeing as how, when that happens you rapidly go from ‘meat bag in a box’ to ‘meatsicle out in the cold depths of space’ assuming of course that you aren’t immediately turned into ‘meat mist’ by the initial blowing up part…. Aaaanyway. One thing that is likely to disappoint players is the apparent lack of Force related powers or abilities. There is a singular Force related Talent tree, and three basic powers you can acquire. You can move things with your mind, use the force to enhance your own physical abilities, or see the future. The powers here can be quite powerful, but the players won’t be able to just pick up a lightsaber and have the powers of Vader. Of course, that all makes some sense, since the Age of Rebellion is set in a time when there are no Jedi and the Force is a nearly forgotten thing. The Age of Rebellion Core Rulebook has a nice section to help Game Masters set things up and lead a group of players. It’s not the most in depth help I’ve ever seen, but it’s a start. There is a starter story in the back, a short mini-campaign that your GM can run called the Perlemian Haul. Its got bad guys, good guys and other stuff I won’t spoil for you, but it’s pretty well done even if it is fairly short. When your done with the Perlemian Run, there is also a moderate helping of bad guys and locations to choose from that are already stat’d up and ready to go. All the pieces are there. Good concepts, good rules, lots of choices, no glaringly horrible oversights, a little bit to get you started and a boat-load to keep you going. For new GMs and new players who love the Star Wars universe Age of Rebellion is going to be a ton of fun. -1 for not having more… stuff (just in general, more stuff is nice) -1 for minor gripes about ship combat rules and very minor gripes about the books organization. As far as Core Rulebooks for a new RPG goes, this is pretty great. 8/10 Age of Rebellion Core Rulebook: review 2 of 2 a book so duplicitous I had to review it twice. Review 2. Assumptions: 1* The buyer is not new to role playing games. 2* The buyer owns the Edge of the Empire Core Rulebook (possibly some other edge of the empire books as well) or at the very minimum is aware of and familiar with (has played extensively) FFG’s Edge of the Empire product line. YOU DO NOT NEED THIS BOOK. I remember when I was a kid maybe 7 or 8 years old. I was obsessed with action figures, specifically alien and predator action figures. I waited for the new ones to come out, kept track of the Toys-R-Us delivery schedule to make sure i could get mine. Each time a new one came out I was ecstatic. My favorite was the special mail away Cloaked Predator figure. it was AWESOME... then I started growing up, and suddenly had the realization that... wait a second.. this is the same exact figure as one that I had from a different pack... then i realized that several of the things i owned were just re-paints of other figures.. and i thought... wow.. I've sort of been cheated here.. i payed money for this stuff that they marketed as cool NEW products... but they are the same **** thing, they just slapped a different color on it and called it by a different name. And my fancy Cloaked Predator that i mailed away for was the worst culprit.. i thought i had something super special and new and different.. when really.. they tricked me in to paying more money for something that in the end, was basically an unfinished version of something i already owned... That is basically what buying the Age of Rebellion core rule book feels like. except, now I'm an adult and the regret/disappointment/anger was virtually instantaneous. Age of Rebellion contains no compelling new material. If FFG can sue themselves for plagiarism they should. Here is the first paragraph from chapter 9 'the game master' in the Edge of the Empire Core Rulebook. Welcome to the first step in becoming an EDGE OF THE EMPIRE Game Master. While running a role-playing game can be challenging, it is also rewarding in ways different from those associated with playing individual characters. This chapter walks new Game Masters through the information needed to become an accomplished and entertaining Star Wars GM. Novice and experienced GMs alike should find useful information and advice for running this game from both a storytelling and mechanical point of view. and Here is the first paragraph from chapter 9 'the game master' in the Age of Rebellion Core Rulebook. Welcome to the first step in becoming an Age of Rebellion Game Master. Running a role-playing game comes with both challenges and immense rewards. This chapter focuses on helping a new Game Master get the information needed to run a successful Age of Rebellion game that captures the feel of Star Wars. Both novice and experienced GMs should find that this chapter contains useful information for handling both the rules and the storytelling aspects of the game. Seriously? This is reminiscent of high school book report plagiarism and the vast majority of the book is like this. Ok, so lets ignore for a moment that you already purchased the vast majority of the information in this book when you bought the Age of Rebellion Core Rulebook and try to focus on what new and different things the Age of Rebellion Core Rulebook brings to the table. Here is the grand total of NEW material you will receive from the Age of Rebellion core rulebook. 4 new Races. 1 new Skill. 6 new Careers, comprised of 13 new Specialties. 17 new Talents. 3 new Items. 2 new Universal Specialty trees. 2 new Force Powers. 21 new ships. 1 new ship attachment. 47 new bad guys. 1 Story. ok so now your thinking "hey, that's a fair bit of stuff there guy. I think I probably DO need this book". but... sadly, your WRONG. i'll explain. i'll go point by point on the new stuff. The New Races are actually pretty cool.. and you can't get them without this book. The new Skill is Knowledge (warefare). Sounds neat but the skill itself is somewhat vauge. It might help support your character to say he has the Knowledge (warefare) skill. If roleplay is your focus though, what knowledge the skill does represent can easily be folded into the other skills like Lore and Education thus making this skill completely un-neccessary. The new Careers aren't too bad really. they offer new progression options and their Specialty trees are more focused to help support the concepts of each career far better than in Edge of the Empire. You still don't need the book though.. because the Specialty tree pages can be copied and you can find them freely on the interwebs (i'll have my own versions up soon). So, you don't need the book to get 90 percent of the info you need to utilize these new Careers. there are 5 duplicated Specialty trees New Talents is always good, they are a sweet honey that we all desire. there are only 1.3 new talents for each new Specialization tree, so that's kind of a bummer. You don't need the book for these either though. Like most talents the blurbs in the Specialty tree lists contain the gist of each talent. You can use the Specialization tree you copied or found on line to get the idea. if you have a question about the details, someone will have answered it already on the forums i bet. the new items are: Anti-Vehicle Mine, Anti-Personnel Mine, Armor-Piercing Grenade. These are all extremely circumstantial and not terribly likely to come up very often, so feel free to improvise if you like. The Universal Specialty Trees are the Recruit and the new Force Emergent tree. both pretty cool but again, they are Specialty trees and free to copy. Get yours on-line. New Force Powers include Foresee and Enhance. I look forward to hearing of all the games ruined by the Foresee power, but once again, you can get these on line just like the Specialty trees. New ships. ok, there are fair amount of new ships.. and i do love me some ships.. you get some really iconic stuff stat'ed out here. like the AT-AT or star destroyers. not a lot of small or mid-range stuff though. so unless you're group is in the habit of hunting down giants, these aren't likely to come up. If they do, there is ONE new rule called 'Massive' and a couple new ship actions to help you deal with their immensity. When they do though, you'll likely be running from them anyway, so having them all stat'ed won't be insanely important to your game experience. "holy ****! a star destroyer showed up, lets get the **** out of here. it's shooting towards us! I know! that's why we are leaving!" and then you're gone or dead or captured, and I'm guessing any way that plays out, the stats of the ship weren't super important. The new ship attachment is the upgraded Comms Array.. nice.. but..... not necessary. There's other important **** you need those hard points for anyway. New bad guys. 47 new bad guys. most of them are naturally from the rebel and imperial ranks. I admit, that having pre-made baddies on hand is incredibly helpful and useful. Sadly, most of these aren't all that interesting. I know that making bad guys yourself is a pain, but really, you can do it and if you do, your baddies will likely fit your story, your objectives and your needs better than the pre-made guys anyway. The new story. the 21 page Perlemian Haul story is... well, i'll let you make up your own mind. You don't NEED it though... you can make up your own **** story (isn't that half the point of these games). so yeah... if you already own the Edge of the Empire Core Rulebook... YOU DON'T NEED THIS BOOK. Maybe you have a friend, who is a sucker like me and already shelled out the money. if that's the case then YOU REALLY SERIOUSLY DON'T NEED THIS BOOK AT ALL as you can simply borrow it for a moment to fill in the gaps. don't get me wrong though, the new material is compatible with all the old material, and it does allow you a few more options. options are nice. variety is nice.. variety... This book is a virtual carbon copy of the first core rulebook. It provides very little new material. The new material it does provide is superfluous, or easily obtainable (legally) without purchasing this book. I will use this book... but every time I play my Ace character, i'll shed a small tear inside that will slowly drip down in to the pool of disgust and distrust that is building in my gut for the FFG star wars role playing game franchise(s) Star Wars Age of Rebellion Core Rulebook: 3/10 DO NOT BUY TLDR: If you don't own any FFG star wars role playing products then this book is great. If you DO already own any FFG star wars role playing products, This one is a trick to steal your money.
  6. I have already worked up a good PX-10 CAV. Check it (and much more of my creations) out here. More resources is always a good thing. http://bastionkainssweote.blogspot.com/p/shipyard.html
  7. I noticed on several of your write ups that you are not combining weapons of the same facing, for example the Arc-170 should read... Forward Laser Canons (blah blah blah, Linked 1) On starfighters that have only one pilot, i have done my best to make sure that as many of the weapon systems as possible are linked, so that the pilot may get the most for his action. I have changed the layout of the ARC-170 weapons layout after considering your comment. However, on Ships that have more crew than weapon systems, it is actually much better for the weapon systems to remain un-linked as it allows for a greater number of attack options each round. Versatility isn't always the best, but it's never a bad bet.
  8. I love this stuff. I have been working on very similar ship creation things. I had never heard of a lot of these but I liked your work ups, so I did some research and started getting to work. You can see my versions of many of the ships on this thread and a few more in my SHIPYARD. presented on my custom Ship Sheets. I hope to keep being inspired by other creative minds like yourselves. Lets all keep the ideas and info flowing.
  9. above wounds on the character sheet there is a spot to keep track of how many criticals you have suffered. I suppose I should add a similar spot for the ships whenever I have time and decide to update the sheets. as for difficulty of healing said criticals, right now I don't feel it is neccessary. In addition, the sheets are already pretty packed with info so and page space is at a premium. I'll keep it in mind though. plus.. you know.. Good players don't suffer crits in the first place as for some people having technical problems editing the pages.. I admit I am basically a complete noob when it comes to anything past the surface layer of creating PDFs and java and whatnot... Everything seems to work fine for me. I can edit, save, reload ect no problem.
  10. The green weapon areas are for Brawl, as well as Weapons that you may not normally carry with you all the time but happen to have on you now. Or, if you for some reason happen to walk around with more than 3 weapons, i wanted to make sure there was space for those who enjoy being a walking arsenal. You've been firing those two different blasters for a bit. Time to holster them and throw a couple grenades. That should soften them up for your Vibroaxe death charge. Also, i absolutely LOVE the addition of the small character picture. Hadn't thought to squeeze that in there.. nice.
  11. the quick reference is worded as such "May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once." the full talent list entry "The character makes one piece of equipment more modifiable. He choses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one." It is clear, when i take my first rank of Tinkerer i choose one item, give it one extra hard point. I can no longer add hard points to this item using Tinkerer. no problem there. the debate we are having is when i take my SECOND rank in Tinkerer. one of us says, The wording "May add1 additional hard point to a NUMBER OF ITEMS EQUAL TO RANKS in Tinkerer." seems to clearly say that on getting a second rank in Tinkerer I may "add 1 additional hard" point to TWO items (the number of ranks i have in Tinkerer), so long as they have not already been modified using Tinkerer. This means 1 rank in Tinkerer = 1 modified item (1 total) 2 ranks in Tinkerer = 2 modified items (3 total) 3 ranks in Tinkerer = 3 modified items (6 total) The other person says that each rank of Tinkerer only allows for 1 item to be modified, and that the wording "...but can modify a number of pieces of equipment equal to his ranks in Tinkerer." means that I have a TOTAL number of modified items equal to my ranks in Tinkerer. 1 rank in Tinkerer = 1 modified item (1 total) 2 ranks in Tinkerer = 1 modified item (2 total) 3 ranks in Tinkerer = 1 modified item (3 total) we are assuming this is a classic RAW vs RAI so, Which is "correct"?
  12. Should be Green diamonds or Yellow Octagons depending on what info you have filled. Not sure what the problem may be. solving that kind of issue may be a bit beyond my pervue.
  13. Spent some time playing. Love the game. Didn't like the Character sheets provided. So, I made my own. Figured I should share with the community. ** EDIT** Fixed some Tex box formatting issues that were brought to my attention. text that is entered should now be more consistantly sized and spaced. 10-08-13. Here is my version of the Character Sheet. https://www.dropbox.com/s/vpapvllgyrgf3ax/BastionKainsCharacterSheetFillable.pdf Here is my version of the Group Sheet. https://www.dropbox.com/s/jdusmay9o3tsmr8/BastionKainsGroupSheetFillable.pdf Here is my extra Notes Sheet. https://www.dropbox.com/s/29qhp5wkv76mlg6/BastionKainsNotesSheetFillable.pdf here are My Vehicle Sheets. https://www.dropbox.com/s/ju5zkpbfabee91e/BastionKainsSmallandLargeVehicleSheetsFillable.pdf separated vehicle sheets. Small Vehicle Sheet only. https://www.dropbox.com/s/syt6n6d7gsla8sy/BastionKainsSmallVehicleSheetFillable.pdf Large Vehicle Sheet only. https://www.dropbox.com/s/rpkekcb6ip1oc5d/BastionKainsLargeVehicleSheetFillable.pdf and if you like... here is all of it combined in to one massive sheet.( minus the ship sheets) https://www.dropbox.com/s/0jeqvqrrdnfv24w/BastionKainsCompleteSWEotEFillableSheet.pdf Most of the information in these is self explanatory. I'll explain the things I think might not be so obvious. On the top of the Personal Acquisitions Sheet (part of the main character sheet) to the left of available credits is a table designed to display any recurring income. To the right of Credits Owed is a table designed to help remember who you owe those credits to and why. On the Group Sheet there is a section for Shared Character Benefits, this is intended to help the player remember any benefits that another party member gives that may help them. The Group Acquisitions sheet has a table similar to the one in Personal Acquisitions sheet to keep track of recurring income. There are two vehicle sheets. The first is for small vehicles (silhouette 4 or less) and the second is for large vehicles (silhouette 5 or more). The Components Section for the small vehicles does not have the Landing Bay (ships of Silhouette 4 or less can't have one). The rest of the Components section is identical on both sheets. Keep in mind that a small vehicle doesn't have a "bridge" that can be hit by a critical, but it still has a cockpit or other area from which it is piloted (unless its a droid ship). Likewise, small ships don't have hittable "landing gear".... even though I’m assuming they all still have some. I assume the way FF set up Critical component hits based on size was designed to make it less likely that you will be killed in a small craft. I on the other hand like to see that yes.. my small fighter does indeed have landing gear. I also think fighter combat is and should be insanely dangerous so I left all those other components in. Next to the components and Weapons is Damage severity indicators. I added these for added flavor. laser blast crits but doesn't do much over all damage (sensors go down, but its a 'minor' critical. shouldn’t be too hard to fix once you’re out of the thick. Lets hope the sensors don't get hit again). I know that these sheets are a bit crowded. I like having as much information as possible at my fingertips. Keep in mind they were constructed and intended for use on a computer or tablet in their pdf format. If you use them on a tablet, i suggest NOT using the full, combined sheet as it will run very slowly most likely. They can be printed but remember to go with the smallest page margins possible. If you print them, i hope you have small handwriting Hope everyone Enjoys.
×
×
  • Create New...