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  1. Very nice. Stealing this for a planned "Return to Mos Shuuta" later in my campaign. Thanks!
  2. In my house-rule space combat, jumping to hyperspace requires three successful astrogation checks. And since it's an action, 1 person at 1 nav-computer will takes a minimum of three rounds to get this done. Of course, multiple navigators working in tandem at multiple nav-computer stations could get this done in a shorter amount of times, but very few ships (other than capital ships) have multiple nav-computers, at least in my Star Wars.
  3. These are fantastic! I currently use half-size clay poker chips, but I might have to switch out to these.
  4. The only real change I made was to replace their stock starship combat rules with a hybrid of XWM, RAW, and some home-brew stuff. But I don't think that's that uncommon.
  5. Dammit, you're right. That's what happens when you drink at breakfast. #brainfart
  6. Am I the only one that like the "out of ammo" thing on a Despair icon doesn't make a whole lot of sense, rules-as-written? Here's my reading: The better you are at Ranged (Light), the more Proficiency dice you're going to be rolling. The more Proficiency dice you're rolling, the more likely you are to land on that Despair. The Despair can mean that "you run out of ammo and can't use that weapon for the rest of the encounter". So, effectively, the better you are at using a small gun, the more likely you are to run out of ammunition and not be able to use it for most of your fight. How does that make sense, narratively? I've considered modifying that result on the Despair list to read "out of ammo, must spend Maneuver next turn replacing". Any thoughts on this as a fix?
  7. My R2 unit caused my hard drive to crash and I lost all of the "fleshing out" data that I had meticulously entered for talents and equipment and so forth. Does anyone have a copy of the files I can copy over to fill all that back in?
  8. If they have to make a young Han Solo movie (and, apparently, Disney has decided that they do), they could do a lot worse than hiring Phil Lord and Christ Miller to direct. I'm cautiously optimistic.
  9. I'm also curious if there are plans to do additional rules-expanding splat-books after they six from each core game are done. I kind of hope they don't. I'd rather they just phase the line(s) into additional region books and adventures.
  10. So, I'm going to be running a new EotE game here in the next month or so, and I'd like to tweak the published materials a bit so I can link them into an over-arching story. I'm hoping that some of you GMs who have run some of the published materials (or fan-made stuff I might not be aware of) might have some ideas for how it might all be incorporated. What I've got so far: I'd like to position the party so that they're caught in the middle of a power struggle between two Hutt crime lords, Teemo (Escape from Most Shuuta) and Bargos (Debts to Pay), who may or may not be brothers. I haven't decided yet. The back-story that I've come up with is that the party has, for a little while now, been trapped in a kind of indentured servitude to Teemo and, after attempting and failing to steal one of his ships to escape, they're on the run from him in Mos Shuuta. After the fight in the cantina, Bargos is the one who clues the PCs in (via a long-range communicator provided by the Devaronian bartender) to details about the Krayt Fang and what kinds of repairs it will need. In exchange for this info, he asks that they take care of the Gavos mining business, for which they will be compensated ("My brother has slaves. I have employees"). Once he sees how they handle themselves, Bargos has other paid work for them (Jewel of Yavin, Beyond the Rim, etc etc). But what I would like is to figure out a way to re-tool these adventures so that they're basically about Bargos working an angle against Teemo. He's stealing (or otherwise acquiring) things that Teemo wants before he can get them. At the climax of the story arc (in what I imagine will be a heavily-modified "Long Arm of the Hutt") Bargos will propose a truce with Teemo and will travel (PCs in tow) back to Mos Shuuta to negotiate the return what was taken. What the party doesn't know is that "what was taken" includes them and, as a peace offering, Bargos offers the return of Teemo's indentures servants. However, it's all a ruse, part of a plan to get the PCs in position to kill Teemo on Bargos' behalf (shades of Luke to Jabba in RotJ "as a token of my goodwill", but also of the Mexico episode of Breaking Bad). So, that's what I've got so far. What I'd really like is some ideas on how I might incorporate 'Jewel' and 'Rim' into this arc. Or any good fan-made stuff out there that might fit neatly into this story. Any ideas?
  11. The important thing to remember is just how big the galaxy is, and just how many sentient beings are in it. Most people would probably know something about Darth Vader, but if you told them that he was Anakin Skywalker, they would probably say "who's that".
  12. I also disagree with "does it disrupt the GM's story? That doesn't matter". As a GM, I'm not interested in running a murder-hobo campaign. If that's all the players are interested in doing, I'm not going to have fun running the game. If I'm not having fun, why am I doing it?
  13. Any time I'm running a system that my players are relatively unfamiliar with (as was definitely the case with EotE), I give them a "respec" after two sessions. It's a one-time offer and they sort of have to justify the changes they want to make. If I feel like it's too 'min-maxy' ("If I just put one more point here and buy this talent, I'll be able to double my base damage when I blah blah blah"), then I usually disallow the change and remind them that this is not the sort of game where character optimization is all that important. If I feel like their proposed changes are more like nudges ("I think I spent too much on characteristics and not enough on skills"), I'll allow it.
  14. One of the things I do with Boost dice is to award them for narrative-enhancing roleplaying in skill checks. Example: If someone says "negotiations have failed, I hit him with my club", that's just a straight attack roll. But if someone says "negotiations have failed. I turn away as if I going to walk off, keeping the club down by my side and out of sight, but then I pivot back and try to catch him with a surprise hit", then I'll let them throw a Boost die in the pool. Not just to represent the surprise nature of the attack, but also to award the player for getting into it and helping build the narrative. So here's the change I'm considering. If the pool already has a Setback die in it for some reason, and the player does some 'narrative enhancing' to earn a Boost die, I'll give them the choice of either adding the Boost or removing a Setback. Seems like it would be roughly the same, mathematically (although I admit I'm not an expert), and it might make it easier to calculate results. So, math experts, what are your thoughts? I'm I breaking anything? Did I already break something? Will I ever be able to play piano again?
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