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  1. In my AoR game, the players will encounter (and presumably foil) increasing "grades" of super-weapon as they survive the years of the Galactic Civil War. First off, they'll learn about an Imperial project to develop various droid and remote fighters. If such a weapon could be perfected, it would allow the Emperor to suppress any Core Worlds that dared to join the Rebellion (I'm looking at you, Chandrila), without worrying that personnel from that world would refuse orders or defect to the Rebels. Post-Endor, they will stumble across evidence of an Imperial cloning installation. This facility has been active for quite some time, bringing a small army of Spaarti cylinder-bred clones to maturity. Different models of clone are present, intended for different roles. Only the team's Droid member, a CIS warrior, will recognize some of the clones. The main shock trooper model is Mace Windu, grown from the hand he lost in Palpatine's quarters. An assassin/amphibious unit modeled off Kit Fisto. And some unnamed blonde Human starfighter model whose piloting skill can only be described as "Wizard!"
  2. I wouldn't necessarily inflict permanent injuries with such a tactic, but I agree that an auto-crit might be appropriate. One element that I have in my games that would make this tactic much less appealing, is that being stunned is not only unpleasant (EU sources describe effects like a severe hangover), but a stun victim typically needs medical attention or a long time to wake back up. It would suck to have an army of bad guys show up while one of the team is unconscious, and then the other PCs have to decide if they can carry their stunned friend to safety or leave them behind. Best to not get stunned in the first place.
  3. Did you remember that the repeating blaster on the standard speeder bike is Personal Scale? Other than that, though, I would encourage you to try and plan for the presence/availability of vehicle weapons in such an encounter. Some megafauna could be built as a vehicle (to challenge player vehicles), or circumstances could conspire to take vehicle weapons out of play (like ddense forest that limits field of fire).
  4. Although this is the Age of Rebellion forums and not Edge of the Empire, I would heartily suggest reading Scoundrels, by Timothy Zahn. Set shortly after the Battle of Yavin, it follows the exploits of Han, Chewie, and a crew of... well, scoundrels. It could easily be someone's Edge of the Empire campaign.
  5. Also, don't forget tractor beams. One of the tricks for keeping ships from escaping an interdiction field is for other vessels to grapple with it using their tractor beams, slowing or stopping its movement. In one of the Zahn novels, Luke is yanked from hyperspace by an Interdictor. Even though he is in a fast, maneuverable X-wing, the Interdictor grabs him with a tractor beam, which Luke has to shake off before he can successfully escape.
  6. My group discussed this (potential) issue, and we are going to play around with a house-rule: Once per session (and perhaps at the cost of a Destiny Point, we haven't decided), when a PC (or important NPC) is hit by an attack, they may reduce the damage by a set amount, and instead take an automatic critical hit with a corresponding bonus to the crit roll. We will start off using a conversion of -1 damage to +10 crit roll. For example, they might reduce final damage from the attack by 2, and then would roll a critical hit with a +20 modifier. Benefits: Cinematic, dramatic, and will make the player think carefully before using it. Also gives more for the team mechanic to fix. Downside: Can be very lethal if used at the wrong time or if the player makes an unlucky roll.
  7. Even with certain sets of equipment, a character might not have the right tools for the job. For example, you need more than a toolkit to build a starfighter from scratch, you need a machine shop at least.
  8. Obviously, I'm not the one this question was addressed to, but if evileeyore will forgive me, I'd like to offer up some answers anyway. 1. The stakes are higher for my players. As GM (I keep wanting to say ST), I'm an advocate for my players and for the story, not for any one PC or NPC. I'm not (or shouldn't be) heavily invested in a particular character's mindset or success. But my players are each heavily invested (especially considering how long my campaigns last) in their character, and in that character surviving and thriving. If a player-character is about to ambush my favorite NPC (or deceive, expose, etc.) "Bravo!" I say. If the opposite is true, then my player is likely to get desperate. Corollary: Players should also be advocates for the story, and mine are, but Star Wars is a new beast for them, and they are still learning just how much contribution they are allowed, and how to balance their own ideas for the story with those of other players. 2. I've seen their struggles. I know which of my players (who come from my group of friends) are the strongest roleplayers, and who are not. One of the most experienced players I have tends to overcompensate in the face of secret knowledge, and once nearly got the whole group killed when his character ignored increasingly blatant warning signs. The next most experienced has had so many bad experiences with other GMs that almost any danger to her character makes her nervous. And my newest inductee had to be taken aside and gently corrected when his character started driving hard towards another PC's backstory secret, listed on the character sheet but utterly hidden in-game. Corollary: This isn't to say that the players will never improve; I'm sure they will. But in some cases, improvement has been slow, and I do bring in new players from time to time, so the issue is not likely to ever go away completely. Now, all that said, I do intend to do more rolling in the open as I continue my Star Wars campaigns. Most of my previous games have been set in a world of dark secrets and ancient conspiracies, so keeping secrets from the players was a necessity. Star Wars, thankfully, is a nice change of pace.
  9. http://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule I found this link very helpful when running a mystery-heavy game set in the modern-day world. Boiled down, the three clue rule is a way to ensure that the players will always get the information they need to solve the mystery and complete the story, as opposed to flubbing dice rolls and missing opportunities.
  10. Some situations are just narrated as having been interruptions, but any time that is (or is perceived to be) insufficient, I allow my players to take a "Prepare" Maneuver and then declare what specific event they are preparing for. Rarely, this may result in some sort of opposed roll, but I try to avoid that.
  11. Regrettably, I'm still very new to virtual tabletops myself, but I am reasonably sure that Roll20 stores resources online (though it may not necessarily share your resources with anyone else, only provide storage). If that is the case, then one of the other options may be best for you.
  12. Nor in Alabama. Oh well, I'm probably working all day anyway. Anyone who does go, I hope you have loads of fun.
  13. If my Alliance players don't choose Base of Operations, I tend to issue each of them a basic set of Heavy Clothing, a Holdout Blaster, and a Comlink. Then they can buy anything else with their credits. Alternatively, and particularly reasonable for a team of Rebel agents, you might let players share some of their starting credits and collaborate on starting gear, so that everyone has their role covered, and can still afford one or two extra tools/resources (fusion cutter or lantern is amazing). Also, I've found that weapons come quickly once combat starts. The first real battle in my AoR campaign occurred when the PCs were mostly unarmed (they were on a station with weapon restrictions), but after one PC dropped an enemy with her holdout blaster, the next PC dove to snap up that enemy's rifle and dropped a second target straight away. Tools may also be relatively easy to find, depending on GM, but I'd rather my Saboteur be caught without a blaster than without tools.
  14. I can certainly understand the desire for just a little more starting gear. I agree that starting Edge characters can feel a bit like PCs from the start of Fallout 1 (if you've played it). If it helps you feel more at ease, giving out an extra 500 -1000 credits really doesn't hurt the game, provided you veto dangerous/rare/illegal gear (like the aforementioned disruptors). My personal method is to create equipment "packages" to suit a particular role, with each package having an equal credit value, a little under whatever credit total I'm giving out.
  15. I'm loathe to tell someone that a game isn't for them, especially not when the game is designed to be as universally appealing and flexible as Edge of the Empire (and Aor, and FaD). Centerfire, if you come through this part of the thread, would you mind telling me what other systems you have run or played in? That may provide a good point of comparison that we can use. For example, I've been into RPGs for about 5 years, and most of that time was spent as a GM in the Storyteller System (World of Darkness, Exalted (especially Exalted)), with a few short stints as a player in 4e DnD. For me, Edge of the Empire was a natural fit, as I'm used to having to eyeball relative challenge-levels, adjust on the fly for completely unexpected player actions, and (thanks to Exalted) get really descriptive so that players get inspired to add in their own details. My experience also helped me quickly figure out that 2 Green dice would be "barely competent," while 1 Green, 1 Yellow is akin to "proficient". A character with 1 Green, 2 Yellows, as your example Bounty Hunter PC has in Ranged (Light), would actually be fairly skilled! Now, would you be able to take on the Journeyman Bounty Hunter NPC in a "straight," white-room fight? Probably not, if only because he has a DISRUPTOR RIFLE, one of the most deadly weapons in the game (I really don't understand why FFG put that in the statblock). However, if he had a regular blaster rifle, or you were willing to play to your character's advantages? In that case, I could easily imagine your PC triumphing. For comparison, in the first real combat of my first campaign, my players were outnumbered 6 to 4 by blaster carbine-wielding security droids (Minions, but I kept them un-grouped like Rivals). Only two of the four PCs were armed, one with a vibro-sword, the other with a holdout blaster, and only the swordsman had more than 3 Soak (Brawn + Armor). Despite not taking advantage of cover or using their defensive Talents, the PCs wiped the floor with the droids, taking only minor wounds. They used the Initiative Slot mechanics to their advantage, snatching weapons from the hands of the defeated droids and immediately adding to the kill-count. Then they retreated to their ship and blasted off with fighters in hot pursuit.
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