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Trinity351

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About Trinity351

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  • Birthday 09/12/1986

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  1. There is the Corellian Cutlass in Sons of Fortune, the VibroRapier in Fly Casual, and VibroGreat Sword in Dangerous Covenants
  2. I'm not sure if this is a bug or maybe something I did and don't remember, but... In the Data Editor, in Signature Abilities, it has "Narrow Escape" and "Unmatched Fortune" listed as AddedItem. I might have done something to these (I have been adding a lot of data recently), but I don't recall touching either of these yet. It's nothing major or even bothersome, just something I noticed (and might be linked to other things). Also, as I was adding data, I noticed a few entries that have the wrong page numbers. Is this something you would like us to bring to your attention? (there weren't too many - maybe three or so in the 200+ entries I've edited so far)
  3. Errata... Fusion Cutter (listed under weapons in character creation) says to see AoR 129. It should be AoR 197. Also... Not sure what this is (it's not causing any problems anywhere, but I just noticed it and am the kind of person to want to figure it out)... but if you purchase a piece of armor for a character, the scroll bar in which to select the armor to purchase makes a tiny scroll bar right next to itself (it does not appear if you just add the armor - only if you purchase it). There doesn't seem to be any function or effect of this tiny bar, but I can slide it up and down the full length of the armor window. If I go to any other page (weapons, gear, talents, etc) then return, it dissappears until I purchase a piece of armor again. Again, this one isn't anything big or in need of fixing... I just noticed it and my curiosity has been piqued as to what's causing it
  4. Bug(ish) report. In the skills page of character generation, the values under "Cyber" are all editable values. As a result, any time you click one, you get an error message. ************** Exception Text **************
  5. I used to open roll everything, until I played a game where the GM kept some secrets. This gave us an edge of suspense. So what I like doing now (in purely situational moments) is have my players roll the positive dice and tell me any subtractions to negative dice, then I roll the negative dice behind the screen to determine the outcome. I only use this for a situation where it would add to the suspense for the player. Yes, a lot of people here are arguing the players should be able to keep IC and OOC info separate... but we're also playing a game and there is plenty fun to be had in not knowing something. Two instances I use this are trap-setting and sneaking. You set a Trap. Congratulations, it didn't blow up in your face, so you succeeded (as they think they did) until it doesn't blow up at all and now the player is caught off guard too - it can be just as fun as knowing the result before hand. Another is stealth. You're sneaky-sneaky... too bad a despair came up and you tripped the silent alarm (so you don't know it until your character does) - it adds tension. It also works both ways. So you're setting a trap as a distraction because it's for a guy you think is too powerful for you to stop with just a simple trap... except there weren't any failures that came up so when it goes off, you deal more damage than you expected and also have some advantage you can now use - AWESOME. Now, I don't use this all the time (as I mentioned above), but my players said it really adds to the gaming experience to be left in the dark about some things. The whole theory about not hiding anything because if you are, you don't need to roll at all anyway is also faulted because as I mentioned, there are times when it's fun to not know what's happening. That's why the GM doesn't tell you the whole outline of the campaign before playing - you're in it to figure it out and play along; knowing the route that's going to be taken can get stale. Anyway, all that to say "if it adds to the gaming experience, then go with it. If it's hurting the game, stop."
  6. I'm not on my computer right now (phone), so these steps might be off a little bit, but I'm confident they're close enough to get you through...In Data Editor, under vehicles (bottom of the left pane) > select the YT-1300 > just under the selection box, there should be several buttons, COPY should be I've of them (there should also be EDIT and a couple others). Click COPY. This will create an exact copy of the YT-1300 with the name being something like "Copy of YT-1300." Now you can make all the changes you want to this ship (including naming it something else, like "YT-1300, custom") while retaining the original YT-1300 and stats.
  7. Yes, the triggered blast quality counts as a separate hit. You can activate it without the initial attack hitting and it deals it's own level of damage, and so can be soaked separately. As I read it, Blast cannot be triggered multiple times. It's a one-time trigger thing (like how criticals cannot be triggered multiple times for the same hit).Auto-fire does specifically state that it can be activated multiple times with enough advantage though (and I didn't check linked).
  8. Miralans got a rank in Cool in Update #2, so it's working correctly. My apologies. I saved the updates but hadn't read them yet. Teach me to leap before looking :/
  9. So I'm not sure if this is due to a conflict of Unofficial Species Minagerie and official books, or if it's just a mistake, but the program gives Mirialan a rank in Discipline and Cool (but in F&D, they only have a rank in Discipline).
  10. Correct. I actually don't think so. BAM adds dice to the pool. So if you only build the dice pool based on the first weapon, the setback from BAM on the second weapon is never bothered with. However, Superior adds damage and advantage AFTER the pool has been assembled. THIS would be added from the second weapon if it gets triggered.
  11. I ran my players through the beginner game (twice - once for "this is the system" and a second for "story time") then Long Arm of the Hutt once (after the "story time"). Then I had them make their own characters... who's first job was to go down to Mos Shuuta to negotiate with a Hutt involving certain goods (I set it to take place about the same time the pre-gen's were landing in Mos Shuuta for the final time in LaotH, but I didn't tell them that). It was really amusing because they thought "oh, it's a different story, just on the same planet... and city - he needs more imagination." Then things started happening that they thought seemed familliar (but shockingly only one of them caught on)... then they bumped into their respective pre-gen's right as Oskara finished Teemo off (in the exact same way the player had done it) and each of the players' heads exploded as they realized it was all their doing that they had been seeing happen and were now trying to undo. It was amusing. I took this concept from a friend who took it from a friend who would regularly have the PCs "clean up" the mess of any pre-gens or trial characters he would give them to get familliar with the system.
  12. By the way, I forgot to show you how I did this. Is this how everyone wanted this to look? Yes! Exactly! Thank you!
  13. Would this be possible to do? Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column. It could also be that I'm not quite getting what you're looking for If that's the case, could you explain it some more? So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option. As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself. It might also be nice to have gear sets so you can set up different load outs for different situations and what the encumbrance would be for those gear sets. Again, I'm not concerned with gear sets; I don't want to have to print out 12 pages of potential gear sets my character might end up using. I know other people have asked for gear sets (like in WoW) and that might help, but all I'm asking is to align the encumbrance stat of all the gear in such a way that it's easier to calculate by hand after printing it all out and changing gear on the fly
  14. Would this be possible to do? Your gear only adds encumbrance if you have it held. if it's not held, then it's considered somewhere else (like your ship). Each gear table has a Held column that will be checked if it's in the character's possession. Only these checked items apply to encumbrance calculations. So, if you want to look through your gear lists and see what you have on your character, just look for the check mark in the Held column. It could also be that I'm not quite getting what you're looking for If that's the case, could you explain it some more? So, I have a Zeltron Big Game Hunter who has a few different gear sets (when he's collecting a bounty in the city; when he's collecting one in the wilderness; when he's out finding a job; when he's out partying like it's 4ABY). In any given session, he'll change gear sets or customize a new one for a specific upcoming encounter (and this can happen multiple times in a session, so I don't want to print off a page for each gear set he might use). I don't always have my laptop with me and the other players in the group don't have laptops to bring to the game, so keeping the program up is rarely an option. As it is now, I click "show" on all the items -but not equipped- so that when I print the character sheet off, I can check off "held" or "equipped" by hand and then calculate the encumberance myself. However, I've noticed with how the gear is tabbed/layed out, the encumberance values and held/equipped check areas are staggered differently, so I occasionally miss some gear. I'm just asking if it would be possible to stagger the gear in such a way that all the encumberance values are vertically aligned when I print out the page so I can easily check off what is equipped by hand and add the total up myself.
  15. Found a bug. In the GM tools > Encounters > Modifying a selected encounter > Vehicles. (I'm not sure if it's only in this location, but I don't have time to test for it in all the other locations right now). I added a firespray, then upgraded both weapons to be forward mounted light ion canons, and got an error. I did this quickly with two other random ships with similar results (one allowed me to upgrade the weapons 2x before crashing, the other was same as the firespray; crashing after only one successful upgrade). I'm not sure if it's because I'm trying to make the current weapons the same (and maybe inherently having them linked or something) or if it's just that I'm trying to put them in the same areas of the ship, causing something like conflicting use of space, but here's the first few lines of the error I got...
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