admutt

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  1. The time and consumables part of Astrogation was bugging me, so I'm looking at adopting a system where each sector (x,y coordinate) of space represents a fixed amount of time to travel within (or across). Looking at Fly Casual, there's a table that indicates it takes 5.5 days to travel from Coruscant to Tatooine using the Corellian Run Hyperspace Lane and a Class 1 Hyperdrive. I'm interpreting the "routes" ("lanes") to just be safer, not necessarily faster, so given that a ship needs to cross through 13 sectors to make the trip, that's approximately 10 hours per sector (given a 24 hour galactic standard day). So, a class 2 hyperdrive would double that time, a class 3 triple it, and so on. I'm also approaching the Astrogation check from the perspective of "You make it to your destination within your planned time frame, but at what cost?" (Yes, I won't be changing the time - why derail the plot/story that the players are chasing by telling them they got lost or are too late?) So instead, on the Astrogation check, once they've exited hyperspace at their destination (that distinction is important), I'm thinking that failure will result in 1 outstanding System Strain (with each uncancelled failure resulting in an additional System Strain), threat would be reflected as Hull Trauma, and each Despair would require a Critical Hit roll. Yes, there's a real possibility that the ship is incapacitated once it reaches the destination, but the plot/story could go on (with complications) and meanwhile the GM and the players get to add some narration to their hyperspace travel - did something blow on the ship? Did they discover sabotage? A stowaway? Did they drop out of hyperspace for recalculations only to be attacked by pirates? Also, positive results on the Astrogation check would work to repair outstanding System Strain (uncancelled successes) and Hull Trauma (advantages) and allow rolls to repair Critical Hits (triumphs). All of this should also be narrated, of course. Meanwhile, having calculated the number of sectors the trip is going to take them through makes it easier to track consumables (which, in my campaigns, will include fuel cells). So, screwing up an Astrogation roll will automatically increase the credit costs of the journey (RAW, repairs are 500 credits per HT. SS and CH should factor this in). And getting the Astrogation roll right will likely benefit the party, specially if their ship was already in need of some repairs. This is still in it's infancy, but I've been using a similar setup for wilderness travel in one of my campaigns where the party is exploring a sparsely-populated world looking for lost force-artefacts and it's working well. (Strain, Wounds and Critical Injuries on a personal scale.)
  2. I'm happy with the jpg. Thanks for the link to the spreadsheet! I'm going to see about using that to calculate galactic distances for my house-rules on Astrogation.
  3. Is the map even available as a PDF? I thought it was only available as jpg? I think that having a nicely formatted PDF (or jpg) of the names/coordinates would be nice as a player handout, but as a GM, I'd be very happy to have a Spreadsheet version that I could sort or add to as my campaigns require. Thank you very much for your work on this resource!
  4. Personally, I'm on the fence about buying the Genesis dice. On one hand, I have seven sets of the SW dice already. On the other hand, all the Genesis books will be using the new dice symbols. That means we still have to learn the new symbols and if we're using the SW dice, having to mentally convert the symbols between the two sets every time we're reading the books, consulting tables during the game, etc. It might just be simpler to buy a few new sets.
  5. OMG! Genesys is now "at the printer"!!! So . . . December?
  6. The sides on the Genesys dice as pictured are all well and good for a generic game, but I can't help but think that they don't say "Fantasy" or "SF" or "Horror" or "Supers" or any of the other genres/settings we're all planning to play with this system. And, thinking about it some more, I realize that my inner-dice-collector has been frustrated by the dice in the Star Wars RPG line -- they're cool and all, and I understand the need for them to be this way, but every set is THE SAME! When I look at my dice collection (and those posted by gamers all over the internet) I see purple d20's, white d20's, mottled d20's, "fire-opal" d20's, d20's with elven runes on them, and on, and on. The same goes for every one of the different polyhedral dice types out there -- there are multiple colors and styles for all of them. Now, I'm not suggesting that FFG produce different colored sets of the Genesys dice (that would just get confusing), but wouldn't it be amazing if they would develop sets with different faces on the dice to align with a setting/theme? If you're still with me and like this idea, what would you like to see on the faces of the dice for your favorite setting/theme/genre? And, could FFG get away with adding some kind of variegation to the colors for these sets? (Mock-ups earn you boost dice!)
  7. I just saw the character sheets in the Facebook Genesys group -- awesome stuff! Can you add any insight into the +difficulty mechanic for the spells? Do you just keep on adding difficulty dice, or is it meant to upgrade difficulty? For example, on Alys Raine's spell list, the "Mercy of Kellos" spell (2 difficulty) has Additional Effects called Additional Target (+2 difficulty) and Range (+1 difficulty). Just taking these once each ups the difficulty of the spell to 5 dice, but Range can be taken multiple times -- does that mean the number of dice increases to 6 (medium range) and 7 (long range) and 8 (extreme range)? I'm afraid of what that might indicate for physical dice requirements at the table.
  8. Yeah, I think I was trying too hard when I was re-reading this with the knowledge that for all other targets, it's WT+1 that takes them out. I think it would behove the example in the minion section to include something about a second stormtrooper. I.E.: "when the stormtrooper group passes 5 wounds, one stormtrooper is defeated; when the stormtrooper group passes 10 wounds, a second stormtrooper is defeated; and so on." I guess I'll just have to keep running minion groups correctly. Thanks for helping!
  9. Yes, that's the way I've been playing it, but I'm now wondering if that is the actual intent of the RAW? The example in the book only goes as far as the first minion to be taken out. After that, it's a bit vague.
  10. These look super helpful! But all of a sudden I'm confused about how many wounds it actually takes to take out a minion group. I've been doing it the same way you seem to be, but now I'm wondering about this; "Individual members of the group are defeated one at a time, each time the total wounds suffered exceeds that group member's share of the wound threshold." So, where each minion's "share of the wound threshold" is 5, does it take 6 wounds to take out each individual minion? That would mean a minion group with 3 individual 5WT minions would have to suffer 18 wounds, not 16 wounds to be taken out? Sorry if this has been answered elsewhere.
  11. Really enjoying using the web assistant! Wondering if it would be possible for all users in a channel to see who's building a dice pool and what's in that dice pool prior to it being rolled? Mostly this is a GM thing -- a way to make sure players aren't misunderstanding what they're supposed to be rolling. (Although what you've already done with the options to edit a dice pool after it has been rolled is awesome!)
  12. I noticed something slightly confusing with the dice results: When everything cancels out, there's no summary line. According to the RAW, if everything cancels out, that's a failure -- could you have the app display something there? Otherwise it just looks like it didn't calculate the roll. Thanks!
  13. All right, I get that many players enjoy the RAW, but I also KNOW that I'm not the only one who feels ambivalent towards the existing Morality and Conflict mechanics -- and it's really off-putting to have people telling me to go play another game (really?) or to use the RAW when I've already indicated that's not what I'd like to attempt. So, please, if anyone has any ideas or thoughts on a house rule to add a grittier "good-guy struggles against temptation" mechanic to the game, let's talk. The mechanic I'm proposing (which may indeed be too harsh currently) is supposed to give Force Users a narrative focus for the session while imposing some mechanical effects as well; - You failed your Temptation check; what negative emotion is driving you this session? Is it bad enough that it's interfering with your actions (Threats)? Are you able to work past it while it colors everything you do (Advantages)? Are you more likely to reach for the Dark Side this session (Despair) or is it just that the Light Side is harder to reach? - You passed your Temptation check; what positive emotion is driving you this session? Is it strong enough to give you a boost (Advantage)? Is it causing you difficulties (Threats)? Has it strengthened your resolve to avoid using the Dark Side (Triumph)? At the moment, I'm suggesting that the Dark Side Rating increase by 1 for each Dark Side Force Point used, but maybe that could be increased? 2 to 1? 5 to 1? I'm not looking to model the Fall to the Dark Side or the Journey to Paragon status, rather I'm looking to model a continuing struggle against a Fall. (It's a Point of View thing; you're a Paragon because you act that way, not because of some dice rolls, but even Paragons feel the pull of the Dark Side.) It's not that a character won't or can't fall, but that they shouldn't want to. (Which is a perfectly valid GM's requirement - no evil PCs, please.) Of course, a character can still perform a series of "evil acts" in pursuit of the "greater good" but there's going to be consequences. Again, I don't feel that the existing Morality/Conflict RAW provide the experience I'm looking for. That said, I'm also not set on using what I have here -- I'm open to some brainstorming. Question: If the Force is everywhere and flows through everyone, should non-force users fall under the same mechanic? I'm 50-50 on this one. Of course, without a Force Rating or access to Dark Side Force Points, a non-force user's difficulty will always be zero (a tiny chance for failure) -- however, with the addition of Setback dice for "evil" acts, they can still build a dice pool with an increased chance for failure (a small one, but it's there).
  14. I might have an answer to this after all; - Whenever a character would accrue Conflict from an action, add a Setback Die to their next Temptation Check. - Whenever a character performs a "good" action (something opposite to one that would accrue Conflict), add a Boost Die to their next Temptation Check. Comments?