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LugWrench

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  1. "How much do you want?" "How much you got?"
  2. Been there, seen that, kiddo. Thankfully, I have a few Dastardly GM Tricks up my sleeve to mitigate those, somewhat. For the social situations, role play works nicely.
  3. Welcome to the game, young padawan. The best place I can recommend for you to find players is at your local game shop(s). Most of the ones I have been to have some kind of bulletin board where players can post up looking for groups, or starting groups.
  4. Well, notice that I did say 'not all'. And you are right, dice should be important. However, I've seen more than a few players max out their social abilities, then derail entire modules by rolling dice to discern if an NPC is lying/up to something. In a sense, they make the dice rolls a type of 'cheat code'. "Ha..I rolled THAT. Plus THIS bonus...means I know if they're lying or not."
  5. I wouldn't worry too much about your players figuring out if Venlana is lying to them. Looking at what she brings to the table, her part of the Deception check is going to P-R-R-R. Thats a pretty tough pool to beat. Im not saying it won't happen, but the players had better roll some pretty impressive dice. And if you want, burn a Dark Side point to upgrade the difficulty to R-R-R-R. The other part of this is that the players are going to be trying to decide if shes lying or not. A Discipline check would tell them if shes telling the truth, or lying through her teeth. What it WON'T do is tell the players what her motives really are. If nothing else, keep this in mind: Not all social situations have to involve dice rolls. If nothing else, tell your players 'Alright gang...we're going to RP this one. Dice down for this scene.'
  6. One way to make enemies unbeatable, especially iconic enemies, can be summed up in three words. Never. Fight. Fair. That doesn't mean you have to cheat your dice rolls, it means stack the odds in favor of your iconic. Fight in an area or in terrain that favors them, have lots of back up and 'bodyguards' for them, or both. Yeah, Jabba could probably be taken down by a good strike team of PC's, but hes always surrounded by guards, thugs and mooks. A group trying to take down Jabba is going to have to grind through some serious numbers before they get to Jabba.
  7. I think I'm getting it.... Doing 11 points to a 3 trooper group (5/1`0/15) would drop the first trooper, with 6 points left over. Since the group then becomes a 2 trooper group (5/10) a second trooper would then be eliminated, leaving 1 point left over to be applied to the 3rd trooper. Keep in mind, I'm doing the math at 10:30 pm, without having any Dew for the past 48 hours, so I could be wildly off. As an aside, it would appear that the way to make minions tougher for my group (they don't like/use weapons that don't leave smoking craters the size of a football stadium), would be to add more minions and thus up the would threshold.
  8. I've been running a game for quite a while, but one thing I'm still shaky on is minions in combat. I know they have a combined wound threshold of all the minions in a group, but how, exactly does that change (if at all) during combat. For example... A minion group of 3 'troopers would have a threshold of 15. Lets say one of my players really cuts loose and deals 30 damage after soak (my group loves them some big guns), would that eliminate only 1 trooper, or two? If only one is eliminated, would the 'troopers threshold then drop to 10 (as there are now only 2 minions in the group)? If my players fire at a group of 3 'troopers, and deal `17 damage, does the 'extra' two points carry over after eliminating one trooper? If only 10 points is dealt, does that damage carry over to the next round, or is it 'wasted' because it failed to drop a 'trooper? Right now, my group is mowing through minions, partially because they like really big blasters that hold lots of ammo, but maybe because I'm not understanding exactly how minions work. And apologies if this has been asked and answered, previously, but a quick search failed to come up with anything like this, and I didn't want to sort through 700+ pages of search results.
  9. The one in the back of the AoR core book is a good place to start, as is the AoR beginner game with the 'follow up' module on the AoR web page. The module in the GM's kit isn't bad, but if your players get a string of bad dice rolls, it could be the end of the group. I don't want to give away any spoilers, here, but a TPK is not out of the question. Onslaught at Arda I is interesting, if a little dry. Hunting for a suspected traitor to the cause is kind of an old trope, but still a decent one. And the encounter with an Interdictor-class Star Destroyer should have your players swallowing their gum. Friends like These could give your players a bit of a moral conundrum. Needing to hold off an imperial assault, the players contact a band of mandalorian mercenaries as well as a slaver, to 'hire' slaves to fight off the attack. The mandalorians are mercenaries, so no troubles with them. But using a slave army to fight? The ending of the module could use a bit of a re-write, though. As some people have posted in different threads, you may want to change the plot a bit. As written, the players are just trying to hold off an imperial assault. Once the assault is over, though, a lot of people are going to know the location of the rebel base. It make make a little more sense to change the mission to 'hold off the imperial assault, while the rebellion evacuates'. Though, at that point, you're just playing the first part of Onslaught at Arda I. Still, its a decent module, and you get the Mandalorian Human as a playable race for your players. As far as which module is the 'best' one, thats going to come down to the play style of you and your group. Each module has combat, each has places where a soldier or a spy or someone with sabotage duty or intelligence duty can shine.
  10. It wasn't Max Headroom. It was some random web site I tumbled into. But picture cutting loose with that one when the slicer fails and rolls some despair.
  11. Way, way, WAY back in the day, I found a sound file that would loudly exclaim "W-w-w-warning! The sys-sys-system has become u-u-u-u-u-unstable!" Man, I wish I knew where that damned file went....
  12. Beyond the Rim had two very nice parts, or at least, parts that gave the players fits. The first was when they encountered a nexu for the first time, and the thing **** near killed the droid PC (lucky dice rolls). The second was when they encountered a nexu cybernetically enhanced with metallic/electrified claws. "Its got WHAT?!", followed by a rather colorful string of muttered curses.
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