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Everything posted by sithlord71

  1. awesome. looks like it would be extremely fun
  2. I'll keep it brief. I love everything about Genesys and Star Wars rpg's from FFG. The mechanics are smooth, the narrative dice are great and they seem to be the best mechanics i have used in a long time. Long live FFG!!!
  3. With force upgrades,do you need to generate enough force points to activate each upgrade? Example: if you have a force power with 3 purchased strength upgrades,are you to generate 4 force points? One for the basic power and one for each upgrade. The F&D book is unclear on this.
  4. In my opinion,i feel FFG star wars games capture the true feel to the setting/universe. Mainly in part to the unique dice mechanics that offer that feel.I have GM'd the star wars rpg from west end games,wotc and so on. In the end,i find FFG to be the more immersive of all iterations.Don't get me wrong,the others offered just as much for their time,and so i'm not saying anything bad towards those games.I just feel that FFG is best on many accounts.It really is star wars.
  5. I also like the 5 xp per hour. Makes it reasonable in the long run. Also i have added a house rule on spending xp on force powers. I have it set that the player's can only purchase one force upgrade per power at a time. This allows a slower advancement in those powers. After all, without teachers and such, and keeping under the empire's radar,,it should take longer to acquire. In the end,it works fine and without problems. ( But every group is different )
  6. Q3 would fall between july-sept. can't wait for this book but i don't want to rush the cold months again-lol
  7. In my opinion,owning both rulebooks and the Force and Destiny that releases this summer would give the complete feel of star wars.Sure the core rules are reprinted,but that makes it easier at the table for the player's who need to look things up. When deciding on the rulebooks,ask the one question that helps."What aspects of star wars do you like?" After all,each of the rulebooks will have their own product line that can easily cross between the other books. Above all,that question,when answered,will point you to what book(s) you may want for star wars gaming. FFG has made an awesome rpg for star wars and so far i have not been disappointed. Game on!!!
  8. No matter how daunting the dice may appear to be or how many are on the table, the easiest way to view it is knowing that among the dice,there are only 6 symbols which you need to learn. Success,Failure,/Advantage,Threat,/Triumph,Despair. The last die (the Force die has specific use ),and has only two uses so far. To determine the number of destiny tokens and to use force powers.
  9. The force powers all work together,so you can decide to add them all to your game without issues. Again,it's all up to the ga/player's. I use them all as a whole.
  10. Sounds like your game went well,congrats. One advantage to having one Gm and one player is that the player can learn the rules,and when you get new player's, he can assist those new to the system.It also allows for deeper story/character development in the end. But once you have a full group,the adventure really takes off. Good luck and enjoy the system.In my opinion,it's the best star wars rpg to date. Rock on FFG.
  11. Note:(I write this on speculation only since i have not seen any material from any product of the age of rebellion.) Emperor's Edge: (summary) Just use the stats for the star destroyer, increase it's shields by 2 or 3 and since it's super weapon can slice through such ships with ease,give the super weapon a base damage of 20 with a critical of 5 and a range of long or extreme and the slow firing quality. I would be able to better design something if i had seen material from the age of rebellion. Sorry if this info seems a bit inaccurate.
  12. What about having the characters meet with the rebellion to discuss the situation.While this takes place,the rebellion intercepts a coded transmission.Once cracked,it's learned that the empire is sending a small unit of imperial officers,one commander and a unit of stormtroopers to geonosis to secure the work site and remove all traces of prior activities.The characters decide to book passage to geonosis where they plan to ambush and capture the imperial officers and commander.By doing so,the characters can interrogate them,steal their uniforms,aquire some codes and have them held captive.This allows the characters to steal an imperial shuttle and prepare to meet up with and board the emperor's edge.Also,the characters plant some high explosives aboard the shuttle in case of an emergency.Now,this offers the option of destroying it from the inside,or at least destroying it's shields to give the rebellion some advantage. For any escape,there most likely be additional shuttles or such available that can be used.Now the rebellion prepares to make a direct attack against the emperor's edge once they learn of the characters success and the internal damage done. (This can go in any direction from here.) Just one idea. Your adventure sounds great. Hope to know how it ends.
  13. This contradicts the answer given by the line developer. Each hit can cause a Critical Hit with sufficient Advantages/Triumphs, and additional activations beyond the number of hits provide +10 to one of the critical hits (presumably the last one rolled would be chosen for greatest effect), I apologize,my wording to this was jumbled. Yes,each hit would cause a critical roll providing you have enough advantages/triumphs. Beyond the normal hit(s) that were successful,any additional advantages/triumphs beyond those for the hit(s) could grant a +10/per critical activated. Again,i do apologize.
  14. Just curious what people though of a really nasty weapon, the Vibrosword? After looking over the mods which can be added,it can almost become an auto crit weapon. Example: Vibrosword: damage+2/crit.2/encumbrance3/pierce2/vicious1/defensive1. Now add the following mods. Superior weapon quality and Monomolecular edge. Results: Vibrosword: dam+3/crit.1/encumbrance2/pierce2/vicious1/defensive1. The superior weapon quality grants an automatic advantage. So which means that as long as the hit is successful,it becomes an automatic critical due to the advantage gained from superior weapon quality.So if someone rolled a successful hit and generated 4 advantages+1 automatic advantage(5 total),a critical hit can be activated by one advantage and the remaining 4 advantages would grant a +40 to the critical roll.Now since the vibrosword has vicious1,that adds another +10 to the critical roll for a total of +50. This also means that if someone rolled a 91 or higher on the percentile roll for this critical,it would basically mean certain death. So,what do you think of this nasty weapon? Just cruel to say the least.
  15. Re-edit. There can only be one critical per hit.(same or different target) So firing the linked weapons from a Z-95 star fighter would look like this. After the successful hit..... 1: Spend 2 advantages to activate the linked weapon fire. 2: Spend 3 advantages to activate the first critical. 3: Spend 3 advantages to activate a second critical. In the case of something with auto fire,each successful hit(same or different target) may cause a critical if there is enough advantages/triumphs. Also,on a single hit,if there is enough advantages/triumphs to activate a critical beyond the first,then each additional adds a +10 to the first critical roll. I apologize for the misinformation i had listed prior to this re-edit.
  16. You can only use dark side points by flipping one light side destiny token and suffering strain equal to how many dark side points are to be used. But if there are no light side destiny tokens to flip,you cannot use dark side points.
  17. Some source books of the following would add more to the games. 1:A type of adversary book.One which covers a variety of creatures,enemies and mounts. 2:A type of vehicle book.One which covers perhaps numerous vehicles,star ships,ect.Perhaps depicting the ships found in both the saga movies and expanded universe.(not duplicating those that would already be included in books released.) 3:A sith or Empire based book. 4: (although not a book), a pull out galaxy map found in EotE core rule book. And don't forget,since star wars has an extremely wide variety for setting,include more species with every book except adventures.I would think that 60+ species would work well as it's base amount.(not total amount) [ official species anyways ] Just my opinion.
  18. I was given insight to this from FFG. When using move,you DO NOT need to spend multiple force points to move a higher silhouette. Example: If you have two strength upgrades so you can move a silhouette of 2,it would only cost 2 force points. 1 to activate the power and 1 to activate the second upgrade to move silhouette two. Now,if you only had one strength upgrade it would cost 3 force points to move silhouette two. 1 to activate the power, 2 to activate the strength upgrade twice.
  19. My two biggest peeves are... 1: Rules Lawyers. It's great if player's take that rules knowledge and use it to help those who need it,but when someone uses that knowledge to belittle the other player's,that won't work in my groups. 2: Player's who DO NOT pay attention. Repeating some details is fine,but when player's keep their faces glued to the rulebook so they can decide what they want to eventually purchase for their characters when they should be paying attention,won't work either. I have remedied these two things for the most part,but they are my biggest peeves,for any game.
  20. The easiest way to negotiate prices for buying is to increase the prices of specific dealers. When either role-playing or making a negotiation check,the prices can be haggled down to the listed price in the rulebook. This way it appears to have been successful,without going below listed price. Just my opinion.
  21. Since force users are all but extinct,i allow force powers to be upgraded at a rate of 1 upgrade per two scenarios,with the expenditure of xp as normal.So if the character has all three force powers,they must choose which force power they will spend the xp on to upgrade once.This takes longer to really master force powers,as it should be.(This may change once the Force and Destiny rule book is released next year.)
  22. Profession is the "Career" and "Specialization" is the talent trees. The starting skills of a career allows you to pick 4 out of that list to give 1 rank in.But you gain all the career skills listed. The specialization talent trees add additional skills.These additional skills, you gain as well,but are only allowed to pick two to gain 1 rank in. Example: A smuggler (career) has the following skills.coordination,deception,knowledge-underworld,perception,piloting- space,skulduggery,streetwise and vigilance. Four of these skills you pick to gain 1 rank in. Now taking the scoundrel (specialization) has these following skills.charm,cool,deception,and ranged light. Two of these skills gain 1 rank in. Now since both the career and the specialization have deception,it is allowed that a total of 2 ranks can be placed on this skill.( If you took 1 rank in deception for smuggler and put 1 rank in deception for scoundrel. ) No skill can ever go above 2 ranks at character creation.
  23. Force Rating in EotE material,FR2 is the limit here. After rolling force dice,the player determines how and where in said power these points will be spent. Many of the upgrades can be activated multiple times if the player generated enough points.
  24. FFG is doing a great job with their star wars line. Edge of the Empire deals with characters on the fringe or outer rim.Dealing with the underworld and it's gritty and dangerous aspects.The empire has minimal dealings within this book. The second book,Age of Rebellion,focuses directly upon the galactic war between the rebellion and the empire.(released soon) The third book,Force and Destiny,focuses upon the jedi and the force itself. (the beta will be out this year,with the actual book next year) Although there will be three rule books,each is a stand alone game with it's own product line that can be integrated without any problems,since each book/game uses the same core mechanics. In the end,you could have a bounty hunter from edge of the empire, an x-wing pilot from age of rebellion and a force user from force and destiny,all at the same table/game,and not worry as to how they will integrate. I too have been a GM for star wars since WEG all the way to FFG,and i will certainly say,FFG is by far my favorite version of star wars.
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