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Aneirin

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Posts posted by Aneirin


  1. Thanks, just started list building. And **** it, I want to bring a lot of ships but i also want the interesting stuff!

     

    This is what I have so far:-

     

    Gladiator 1 56

    insidious 3

    Engine techs 8

     

    Gladiator 2 62

     

    Victory 2 85

    Admiral chiraneau 10

    Admiral Motti 24

     

    Major rhymer 16

    Sonter fel 18

    Darth vader 21

     

    297

     

    Or Gladiator 1 56

    Insidious 3

    Engine techs 8

    Expanded launchers 13

     

    Victory 2 85

    Admiral screed 26

    overload pulse 8

    Expanded hangars 5

    Admiral Chiraneua 10

     

    Major rhymer 16

    Sonter fel 18

    Darth vader 21

    Tie bomber 9

    Tie fighter swarm x 2 16

     

    299 points

     

    I want the third gladiator, but I want the interesting stuff if only taking 1!


  2. Just got my wave one.

     

    Got another VSD so that makes two with the core set.

     

    2 gladiators

     

    1 set of squadrons

     

    Friend also has a core set and I was thinking...I could field 3 star destroyers, though I haven't had a look at all the cards yet, commanders and what not.

     

    The list would JUST have 3 star destroyers and a very cheap admiral to stick what ever few fighters I could in.

     

    Will have to wait till I get home from work to work out all the details.

     

    But triple destroyers, doable or not? (to be fair, i probably wouldn't play it as the Gladiator with engine tech sounds like alot of fun)

     

    Though going full budget...worst admiral, going with the VSD class 1 (the one with black instead of blue) and no upgrades or squadrons...could you get a gladiator in there?


  3.  

    As such, a flat 5 means that even with a lower brawl these characters are doing more damage than they would with a brawl +1 or +2 weapon and in some cases a brawl +3 if they haven't increased their brawl at all.

     

    It allows weaker characters to contribute to combat, which should be what the colonist book is about.

    Except... a Blaster pistol already does that, at range, and can switch to lethal damage if necessary.  And the Heavy Blaster does more damage...

     

     

    The only advantage is it might be legal to open carry in some areas where carrying a Blaster would be frowned upon.

     

    True, from what I cans ee thoughthe stun rifle does have concussive quality to it as well which gives it a slight edge.

     

    BUt one can never under estimate the aesthetic reasons. One person in our group has been wanting to shock prod for sutnning for a while, despite having a blaster with stun!

     

    It is balanced with a rather basic weapon, and a shock prod is at the end of the day a basic weapon (nowadays farmers use it against cows) so it shouldn't be comparing to a rifle of upper end pistol. being comparable with a blaster pistol makes sense.


  4.  

    Also, consider that someone with 3 brawn and 2 melee (which is more or less where you should be as a rival NPC if this is your main weapon) is rolling 2 purples against 2 yellows and a green. That's likely to generate either enough advantage to crit on a hit, or enough success to do 7 damage ish. If the target is unarmored, their soak should only be 2-3 for the most part, and armored characters rightfully should reduce their vulnerability to stun damage.

    I was thinking about the case of a Wookiee who has 5 Brawn and 5 Melee with 5 Soak and 10 ST, up against another virtually identical Wookiee. So, they’ll each Soak the base 5 damage of the weapon, leaving only the damage caused by the [success] generated by their rolls.

    If they’re up against the standard Average Melee check, that’s five yellow against two purple, and the handy-dandy "Edge of the Empire Dice Probability Calculator" by Nik Aleliunas tells us the following regarding the probability of getting at least five [success]:

    $ ruby dicecalculator.rb -D:PPPPPDD -T:SSSSS

    ++++RESULTS for Dice Pool: PPPPPDD++++

    Total Chance of Success: 92.69%

    Total Chance of Advantage: 75.1%

    Total Chance of Threat: 10.78%

    Total Chance of Failure Symbol: 2.28%

    Total Chance of Reaching Target (SSSSS): 23.46%

    Total Triumph Chance: 35.28%

    +++++++++++++++

    That’s less than a 25% chance of getting enough damage to take out the opponent with two shots. Three shots would only require four [success], with less than a 45% chance of managing to do that on each of the three rolls.

    If this weapon was +5 on damage, I could see it achieving what was described in the text — especially if it has a Weighted Head thus giving it the Concussive ability, and the stun damage resulting from both concussion as well as the electric shock. Even if it was just +4 or even just +3, I could see the description as given.

    But only Five damage regardless of your Brawn? That seems very … low … to me.

     

    To be fair a 5 brawl wookie should be difficult to knock unconscious.

     

    Would it being +5 (or +3) to brawl make it better? Perhaps, but remember, this is for colonist characters.

     

    These characters are not liable to have a massive strength and are more liekly to be balanced with strength, presence, will and cunning.

     

    As such, a flat 5 means that even with a lower brawl these characters are doing more damage than they would with a brawl +1 or +2 weapon and in some cases a brawl +3 if they haven't increased their brawl at all.

     

    It allows weaker characters to contribute to combat, which should be what the colonist book is about.

     

    Not a big weapon for your marauder 5 brawl wookie, but a 'cleverer' weapon that lets someone get around their physical limitations.

     

    And ther eis the whole big brawl character having less strain, suffering strain and add a couple of people laying on some stun blasts and this could quickly knock someone out. sepcialy with concussion adding in (giving it an edge over the regular blaster on stun mode)


  5. I imagine the more players you have, the less time you have to focus on interpreting each one.

     

    It can get to a point where you rely on some stock interpretations.

     

    For instance, the game suggests that both PC and GM make suggestions about possible interpretations, but with 8 people all waiting to get in there and the inherent difficulties in such large groups leading to some people possibly getting sidelined, it can not always be feasible to give the time to interpret.

     

    Plus, there are always some slow peoplewho take 5 minutes to count stuff up!

     

    I play in a group of 8 as well.


  6. I reckon that Muin could be a possible race. Given the entrepeneur specialization and the fact the Muine's run the banking clan. They seem a bit ess 'lame' than neimodians.

     

    They may have a race special ability of something an extra rank in negotiate and high intellect or cunning rather than presence. Or perhaps cunning and intellect and agility and bran at 1.

     

    Or maybe a special ability not related to skills. Perhaps 'easy credit' or something similar.


  7. Well, Cad did fight multiple Jedi's, killed a couple and did a lot of very impressive stuff.

     

    Very high cunning and willpower (he did resist three Jedi's trying to force him to speak AND managed to convincingly lie to them to set them up in a trap by letting them think they actually did it)

     

    Very high agility as well to represent his skill with shooting and jumping around.

     

    Some defensive talents (few levels of dodge along with the adversary talent)

     

    Stats that would be high, but not as high would be presence, he commanded his own men well (but maybe more through coercrion, he just may have had a lot of rnaks in leadership) and again in negotiation. But he also had a lot of cool as well, so yeah, a high presence.

     

    As with many characters Star wars, you are looking at multiple 6's (maybe 7's) and lowest ones probbably in the 4.

     

    Still, unless you are going to give him a handicap, he is likely to decimate adventurers that aren't prepared or quite advanced.


  8. I think everyone here is on the right track. If you're going for a Face character in EotE don't just go for maxing out Charm and Presence you'll find it will limit your possibilities. I'd focus on Presence and Intellect, (and do not ignore Willpower as it will help protect you from being duped), Charm, Deception, Negotiation and a few Knowledge skills (Knowledge skills will come in very handy to get critical information that will boost your Charm, Deception, and Negotiation attempts). Intimidation and Coercion are also useful but it's a much different tactic and it will depend your character concept. Also don't worry as much about having a lot of dice to roll for each skill, you'll be doing mostly a lot of Opposed rolls against Minions and Rivals and their social skills will not be that high (not like their combat skills), so it's better to have more options that you can augment with Knowledge skills (getting Boost dice) than sinking all your EXP into just Charm. This will make you more valuable over a broader spectrum of situations.

     

    The point being is that a Face character is actually a pretty complex build in EotE where your skills will really be put to the test.

    That is what I went for. High presence and intelligence (and got the politico and scholar talent trees)

     

    Have core worlds and xenology and underworld as skills (at 2, 1, 2)

     

    However, no deception yet. May have go for a deception...and maybe some streetwise as well.


  9. I am playing a similar character and been playing in a campaign weekly for since December. Presence 4, charm of 2 (now upgraded to 3)

     

    It is difficult, I have only been able to use charm twice so far, because our party went full obligation and we aren't really able to deal with legititmate people and the fact that most of our plans involve lyeing.

     

    Because the party has only been selling illegal stuff, I have only been able to use negotiate once (and that was for a personal purchase as I was looking for a protocol droid)

     

    I made a character who did not do lyeing feeling it is lazy (cunning of 2 only, no ranks in deception)

     

    But yeah...I may have to roleplay him realizing...oh wait...looks like I will need to learn to lie better!


  10.  

     

    I have to say I am not a fan of the direction that FFG is giving to character evolution. I don't like this "awesome characters" which I think they are more in line with the Naruto cartoons than with Star Wars.

     

    Yet, it is still a great game, just I will keep it on a more low profile level for PCs (and NPCs).

     

    In fairness, the Hired Gun along with the Bounty hunter are the quintessential combat-oriented careers in EotE. I suspect the signature abilities for the other careers will be quite a bit more subdued.

     

    The ability to clear out any number(?) of minions from an encounter seems rather overpowered to me, but that could be because I make heavy use of minions.

     

    Well when you compare Explorer:-

     

    Get one extra manouvre

     

    Hired Gun

     

    KILL EVERYTHING! (when upgraded, 1 or 2 rivals)

     

    I mean, it may be better if it is kill everything, within one range band (i.e., melee only killing all in close, with a blaster everything in medium, with a rifle everything at long range) otherwise it REALLY overshadows the gain an extra manouvre as the Hired Gun will be getting loads of extra manouvres to count for changing range bands to shoot ot hit.


  11. Maybe off topic, but I want to know what signature abilities will be available for colonist?

     

    The swagger -

     

    The level of swag is so great, that...as long as the character is wearing a hat in a sufficiently jaunty manner, he can do no wrong. He can shoot a merchants wife and still get a good deal...though he may have to make his hat a little more jaunty.

     

    It's been a while -

     

    You know an NPC. Any NPC. GM gives an NPC, you can use this ability to go, "Ah, my old friend, remember when I got you out of prison saved your family and loaned you all that money which you never paid back?" This can have the potential to make people react very well, or allow you to know information you otherwise would not know.

     

    Connected -

     

    You get a gang, or a business or a polotical office that you can exploit for your own benefit.


  12. Hello. Just wondering whether this made a difference.

     

    In the trading rules, it seems to state that Streetwise is used to sort the selling cost for illegal items and Negotiation is used for legal items. (page 150, selling illegal goods requires a streetwise roll)

     

    Let us say that streetwise was used to find a contact to sell goods to (ilegally) but because your negotiation skill was higher you wanted to use that...what would you feel fair?

     

    Negotiation is more upmarket and as such can't be used for illegal goods (as Streetwise is needed for deaing with criminal types)

     

    Because negotiation and streetwise come at it different ways, using the wrong skill gives set back dice?

     

    Negotiation works just fine (this is what I am hoping, it seems odd that negotiation would not work for criminal things....as a lot of the stuff involved deals with criminal stuff it would leave the negotiation skill rather limited and streetwise still has a lot of important bits such as locating people to buy and sell to, picking up rumours, finding people and selling illegal goods)


  13.  

    He never does anything cunning related (slicing) doesn't notice the twig when sneaking (poor perception leading to it clicking in Return of the Jedi), doesn't notice he is flying into a big massive space worms mouth until after shooting it a couple of times (empire strikes back)

     

    No one else noticed either, so C3PO, R2D2, Leia, and Chewie must all also have low cunning? Afterall, Han thought of the idea to hide in an asteroid and he was the only one to finally figure out they were inside a worm.

     

    Sure, Han has a good brawn,

     

    He does?

     

     

     

     

    He demonstrated aptitude in Survival, particularly when he improvised a solution to keep Luke alive on Hoth.

     

     

    And the survival on Hoth, I would call that use of lightside points! (or maybe a low cunning but a couple of ranks in Survival to help him)

     

     

    So wait, couldn't everything that you described Han screwed up above likewise be described by a GM's use of darkside points? The Force works both ways. Literally.

     

    ETA: Thanks for the topic, I'm sure this one has legs as it inevitably will morph into "Stat Han Solo" with everyone arguing for their personal version. :)

     

    **** straight!

     

    And R2 D2 did lots of slicing! Numerous times

     

    Han Solo's only attempt at hacking a door (on the forest moon of Endor to the shield room) lead to him shutting it further! (despair) and it was up to trusty R2 D2 with his supeiror cunning skills to save the day.

     

    Leia...she was able to lie to Darth Vader (though that may be more will with the torture) but Leia didn't do anything else..so she may have a low cunning!

     

    And Han does beat up a lot of people, usually with a couple of punches. On Endor he takes out a few guards (one by throwing a box at him), doesn't get beat up by others. True, nothing to show an exceptional brawn...but better than average I reckon.

     

    (Truth be told...he could have a high cunning! You raise good points, but **** it, I like the idea of Han Solo having Low Cunning...so I will be selectively pointing out the bits where his cunning fails and ignoring those that work)

     

    To make it super offical:-

     

    High cunning points:-

    Survival on Hoth with Ton Ton cutting

    Hiding ship from Empire (though I reckon this could be knowledge and pilotting instead, or a player choice rather than acunning test)

    Maybe the blaster under the table (probbaly just a player choice rathe rthan a cunning test)

     

    Low cunning:-

    Couldn't lie to Death Star Staff whilst in the prison

    Couldn't lie to ben (only if going off original script) in first meeting

    Couldn't open Endors base door slicing and actually lead it to shutting harder

    Shooting lazer in trash compactor (maybe not cunning, maybe just ill thought player choice!)

    Can't get one past Jabba the Hutt or his bounty hunters, "Double! No triple!" though that would be difficult for anyone to make


  14.  

    Well I want a politico with knowledge of underwolrd, aliens and inner core.

     

    So if I go with politico talent tree and also get scholar (to make them class skills)

     

    Lets see:-

     

    20 - Scholar

    5+10 (underworld)

    5+10 (xenology)

    Inner rim (free at character creation at two ranks)

     

    15 (charm at level 3, first two levels free at charactr creation)

    10 (leadership at level 2, first level free at character creation)

     

    Well rounded - (5, 10, 15)

     

    5+10 (cool)

    5+10+15 (discipline, see him as being quite unfazeable)

     

    Inspiring rehtoric (supreme) - 5, 10, 15, 15

     

    So I need 195 xp before I get my character to where I want him to be (have 45 at the moment, but I didn't go for scholar straight away so wasted some points buying up no class skills)

     

    Buy into Scoundrel (30xp) and you've got a nice Lando Calrissian type.

     

    Good idea, though my character only hasa cunning of 2 ;_;

     

    Still, could always go for some dedication if I want to go that route.

     

    He is more a gentleman's gentleman type though.


  15.  

     

    Sure, Han has a good brawn, massive presence and a fair amount of agility...but cunning, cunning must have been his dump stat.

    He demonstrated aptitude in Survival, particularly when he improvised a solution to keep Luke alive on Hoth. Han also pulled off a Skulduggery trick when he attached to the ISD and then drifted off in the garbage (Boba Fett too showed Cunning in predicting this action).

     

    I wouldn't call the ship skullduggery, more piloting and common sense (i.e., players says, wait...could I do this?, GM replies, "Make a knowledge education roll to see if you know that the sensors on a ISD don't see things attached and a pilotting roll to attach yourself discretely..."

     

    And the survival on Hoth, I would call that use of lightside points! (or maybe a low cunning but a couple of ranks in Survival to help him)

     

    Ever since reading the webcomic, Darth's and Droids (where it goes the star wars, the 3 prequels and currently the original trilogy, as if each character is played by a roleplayer)

     

    Han is played as a player who doesn't always think things through...and it does make perfect sense, Han doesn't seem to think things through that carefully.


  16. Hello. Just an idle thought...would Han Solo have a low cunning rating, of 2...or even *gasp* 1?

     

    Let us have a look:-

     

    When Han Solo is first introduced,he states that the millenium falcon can do the kessel run in 12 parsecs (I know, there is debate about this, apparently in an early draft of the script the actor playing kenobi was supposed to give him a look as if to say he knew it was an obvious an incorrect post, though others reckon it is just doing the kessel run in a shorter distance)

     

    When Han Solo boards the Death Start, and tries to convince the Storm Troopers (in the prison after the shots) that everything is fine, pointing out reactors in the prison, and failing...miserably.

     

    So he is a poor liar.

     

    When Han Solo is in the trash compactor...and decides it is a good idea to shoot the blast proof walls (others, or at least leia, knowing this a bad idea)

     

    Han Solo never manage to get a lie past jabba the Hutt, "I will pay you double...triple!"

     

    He never does anything cunning related (slicing) doesn't notice the twig when sneaking (poor perception leading to it clicking in Return of the Jedi), doesn't notice he is flying into a big massive space worms mouth until after shooting it a couple of times (empire strikes back)

     

    Sure, Han has a good brawn, massive presence and a fair amount of agility...but cunning, cunning must have been his dump stat.


  17. Well I want a politico with knowledge of underwolrd, aliens and inner core.

     

    So if I go with politico talent tree and also get scholar (to make them class skills)

     

    Lets see:-

     

    20 - Scholar

    5+10 (underworld)

    5+10 (xenology)

    Inner rim (free at character creation at two ranks)

     

    15 (charm at level 3, first two levels free at charactr creation)

    10 (leadership at level 2, first level free at character creation)

     

    Well rounded - (5, 10, 15)

     

    5+10 (cool)

    5+10+15 (discipline, see him as being quite unfazeable)

     

    Inspiring rehtoric (supreme) - 5, 10, 15, 15

     

    So I need 195 xp before I get my character to where I want him to be (have 45 at the moment, but I didn't go for scholar straight away so wasted some points buying up no class skills)

     

     

     


  18. And boosts are needed. Just been trying out these new fangled dice...and tests are hard! Maybe I have just been unlucky with test rolling...or confirmation bias (as I may notice failures more) but I seem to be failing average checks half time time, even with two proficiency dice and 2 ability dice (it may be to do with the fact that you need more successes than failures in order to succeed and ties equal a loss)

     

    It is odd, as ability dice have 5 successes on them, challenge dice have 4, but because you have to get more success than failures...I wonder what the percentages are?

     

     

    (not that it matter in a narrative based system, and half the time I tend to get more advantages than threats...again though, as you need more advantages than threats...)


  19. I did imagine a good way to get bonus dice would be, (knowledge xenos) "Can I check to see how this species conducts its business?" or (knowledge core worlds) "What is the going rate for a gang of mercenaries here and any recent news to help me deviate from it?"

     

    Still, I can always ask the clever dude before going in, "Excuse me, you wouldn't happen to know how they conduct business would you?"


  20. Yeah, you may well have a point.

     

    But I did see him as a charming, and very proper type (like a butler)

     

    So average cunning seems like a fit. And just let others do the lyeing for him if needed.

     

    And similar with average intellect and he can get by with just more education, after all, it doesn't take much experience, you get 15-20 a session so after two sessions he will be able to increase knolwedge skills to rank 3 giving him 2 skill dice and 1 ability dice.

     

    In combat once he gets to the scathing tirade and leadership manouvres he will mostly be buffing and hampering people anyway.


  21. It is a pity those 3 skills on three different stats!

     

    Willpower, presence and cunning. Then again a lot of people have multi attribute dependancy...except pilots! Their out of combat utility in flying and combat utility...in agility means they can happily just pump that skill up and hope other ***** up their slack in relation to other areas.

     

    Dedicated fighters need agility and a bit of brawn, even if not melee, for the added soak and wound threshold, and willpower can help to help boost their strain threshold which is likely to be low.

     

    Splicers need intellect and agility so they aren't completely useless in a fight and for agility based checks.

     

    Doctors need intellect, not many others that I can think of...aside from agility or brawn to contribute in combat. on a ship they can still contribute by healing inured party members and intellect to do some hodge potch fixing jobs.

     

    I have decided to go for willpower and presence, I see him as being rather unfazeable. If he wants to rely on deception he will jsut have to pump his skill up high enough to compensate for the 2 cunning.

     

    But someone else in the party should have cunning to some degree or another.


  22. Hello. GM is going to be starting a game of this and I was thinking of making a taling character and had a few questions.

     

    What equipment is there for a talky character, or does he rely mostly on his voice (the holo things might be useful)

     

    How do you work out threats for tests.

     

    I was reading and it said that threats mean less people are taken in by your charm, or turn those affected negatively against the character...but if you charmed and succeeded shouldn't they be well disposed towards you?

     

    I was thinking that perhaps they go along with you but feel duped afterwards and future attempts have set back dice (though seems a bit powergamey as a politicio can ignore set back dice for charm negotiations deceit and coerce as they are the first things you take to go up the talent tree)

     

    So far my beginning twi'lik has presence 4, will 3, cunning 2 (not much for lieing), agility 3 (as he acts as a planetery chaufeur (may expand him into explorer scout for the short cut talents later)

     

    Has charmx2, negotiationx1,  leadership x1, deceit x1,  knowledge xenology, coercion 1

     

     

    And how often do you use set back dice and bonus dice for social encounters, when do you award them and why?

     

     

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